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If you could radically overhaul 1 thing....


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9 hours ago, Twisted Toon said:

Have you actually tried to use a ginormous two-handed weapon and a rather large shield (not talking about a buckler) at the same time?

Strength doesn't really have anything to do with the difficulty in with using both, if that's what you were going to go for.

It wouldn't be long before you, either, knock yourself out with the shield, or rip the thing off your arm.

 

No, but I've never ripped into the ground with my bare hands, pulled a boulder out, and thrown it into the distance.  I supposed that if I did I'd rip off my arm.  

 

 

But Im not super. Our characters are. By the way, some shield options are elemental or energy.  Who says that things cant pass through them that I want to pass through them?

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10 hours ago, Twisted Toon said:

Have you actually tried to use a ginormous two-handed weapon and a rather large shield (not talking about a buckler) at the same time?

image.png.b695794ce34fb225c82bd7aae42a402e.png yes, yes I have.. but then spacer.png

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9 hours ago, Luminara said:

 

That was neither what I said, nor what I implied.  I said include some animations from Staff Fighting, pull other animations from the Cimerorans.  The animations from Guarded Spin and Innocuous Strikes could be comparatively easily modified to use one hand, and would fit the concept well.  Other animations, such as holding and throwing the spear, as well as the basic combat stance, already exist and can be imported from within the game (the Cimerorans).

 

I'm not suggesting Staff Fighting with a reskin.  I never was.

Also, what you are suggesting is a one-handed spear set. That would make sense.

 

10 hours ago, Patti said:

Do you mean "internal consistency" when you say "sense?"

 

No, I do not. I mean a tiny smidgen of non-nonsensical.

4 hours ago, Puma said:

No, but I've never ripped into the ground with my bare hands, pulled a boulder out, and thrown it into the distance.  I supposed that if I did I'd rip off my arm.  

 

 

But Im not super. Our characters are. By the way, some shield options are elemental or energy.  Who says that things cant pass through them that I want to pass through them?

Some of the shield options are also wooden, metal manhole covers, and police riot shields.

Are you suggesting that only some shield options be allowed with two-handed weapons?

 

3 hours ago, Troo said:

image.png.b695794ce34fb225c82bd7aae42a402e.png yes, yes I have.. but then spacer.png

Doesn't look two-handed to me.

And even if Herc tried to use a two-handed sword two-handed with a shield, the shield wouldn't be attached to his arm for long.

When they make Titan Weapons usable with one hand, then we can come back and discuss this one.

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5 hours ago, Lines said:

It only looks one-handed compared to Troo. Look at him, that guy is HUGE. 😍

Could be because I'm a guy, but, I'm not really unpressed. Sorry Troo. 😉

 

There is a problem with the reasoning of, if you're strong enough, then you can use a great-sword in one hand.

Congratulations! you have a one-handed weapon.

I'm not talking about using a weapon in one hand.

I'm talking about using a weapon with both hands.

And then, using a shield on top of that.

 

If you'd like to add the Titan Weapon skins to the Broadsword power-set so you can swing a giant atomic baby rattle around, go for it.

It's already been done in Anime. (not that I watch much anime)

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On 9/11/2020 at 9:02 PM, Galaxy Brain said:

Figured this could be a fun, "pie in the sky" topic for folks to kind of toss ideas out that would probably way too drastic to actually do, but would be fun to muse about!

 

For me, I would revamp Endurance

 

This has honestly bugged me for a while, but we see seeds of it's problems all the way back from Issue 0 until... whichever issue made Stamina inherent. Characters seem to either have major End Issues, or 0 end issues with the in-between being incredibly rare. It also seems that starting out, Endurance is the number one issue for many characters to the point of being unfun / punishing just trying to play the character especially where toggles are concerned, slowing things down or making things much more dangerous and frustrating. Once you build past that point though its like you never had issues at all and End may as well not exist.

 

There are many ways to take it, but personally I would be cool with a switch from Strategic Endurance (where your build/plans dictate performance) to Tactical Endurance (where your decisions in the moment dictate performance). As an example, lets say end costs were Doubled but recovery was Quintupled. You could rip through your end quickly, but the downtime between would be incredibly small. Or you could pace yourself and essentially never run out of end but play slower but steadier. That would allow for a much "smoother curve" to leveling and different kinds of builds and playstyles in my opinion.

 

 

What would you all take a swing at?

One thing?  Asides from Energy Melee damage for tanks being so mediocre?

 

I'd overhaul AE.  I'd extend SG bases and have the option to walk out or tp into your own zone.   Where you can place the contacts for your own scripted/created missions.

 

eg.  You could have Kings Row as the 'private' map for your SG base.  And like the SG base.  You could invite people to play you on your 'private' map.  You become the 'GM' of your own adventure in CoH this way.

 

That way you could customise your own levelling experience in CoH.

 

Azrael.

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The more I play the more I'm getting annoyed by stunlocks. NPCs seem to have a lot of stun/sleep/hold abilities and they use them over and over with no diminishing returns. Not only is this annoying because it stops you from doing anything for 10-15 seconds at a time, but it turns your toggles off. Having to turn my toggles on over and over is irritating. Yesterday I wandered too close to a group of mobs and they stunned me permanently. Just over and over, I couldn't get away and they didn't stop. That sort of thing needs to be dialed back a lot.

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Some of y'all really need to understand the word "one" better.  :classic_rolleyes:

 

Man, that's a long read coming to the thread late.  Like others, I could do a list, but I'll simply say the first thing that sprung to mind:

 

Either switch the powers default setting so that knockdown is the default and knockback is the option you get by slotting a special enhancement (more likely), or (my personal favorite) provide a toggle, either per power, or per character, that allows the player the option to choose KD or KB.  "Simple" as that, and ranged energy (and others) gets  all their 6th space slots back, assuming they aren't those who prefer to work with the unpopular KB.

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37 minutes ago, FoulVileTerror said:

No no!  Sorry, that wasn't my intent.  I just wanted to share with you a thread which sounded like it was in the same vein of interests that you had.  I'm sorry.

 

Shaaaaaaaaaaaaaaaaaaaaame.

 

*rings the bell*

 

Shaaaaaaaaaaaaaaaaaaaaame.

 

*rings the bell*

 

Shaaaaaaaaaaaaaaaaaaaaame.

 

*rings the bell*

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I don't feel like reading everything, but if there's ONE thing it would be to detangle the spaghetti that is the base code for the game so that the devs can more easily fix and expand it. ^.^

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I thought of another thing I'd probably overhaul. As many players would know, the CoH Universe is mainly focused on three major areas: Paragon City, the Rogue Isles and Praetoria. I'd expand to include more major areas including other cities, other countries and even other planets and Dimensions.

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Honestly, with all the alting we do, I would prefer an overhaul that made the game less grindy, and redo some of the older content that is excessively grindy. The Citadel TF is literally the same Council clearing mission 10 times in the same cave system (sometimes literally the same cave - apparently another regiment of Council moved in as soon as the team walked out). Another one had us going to multiple redundant sub stations doing the same boring chore of clearing everything out. AE farming is done because the grind for xp and inf to get anything accomplished is slow and boring and people want to just get that over with, not helped by the fact that the early game is also annoyingly difficult with high miss rates that can make for a painful experience until you overcome it.

 

I wouldn't farm at all if I didn't have to and would instead be looking for fun and genuinely challenging content (I'm of the opinion that grinding is not a challenge). Could just quickly get alts up and running and try them out, learning to play them well, and not having to be bogged down waiting for an experience bar to slowly rise or my inf amount to climb up enough so I can throw another 20-30mil at 1 out of dozens of enhancements I need off the auction house, all so I can just try the build out. There's only so much time in the world and I would rather spend what time I invest in the game enjoying it feeling like a comic book character in epic battles rather than grinding and farming.

Edited by FoxyPrime
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4 hours ago, FoxyPrime said:

Honestly, with all the alting we do, I would prefer an overhaul that made the game less grindy, and redo some of the older content that is excessively grindy. The Citadel TF is literally the same Council clearing mission 10 times in the same cave system (sometimes literally the same cave - apparently another regiment of Council moved in as soon as the team walked out). Another one had us going to multiple redundant sub stations doing the same boring chore of clearing everything out. AE farming is done because the grind for xp and inf to get anything accomplished is slow and boring and people want to just get that over with, not helped by the fact that the early game is also annoyingly difficult with high miss rates that can make for a painful experience until you overcome it.

 

I wouldn't farm at all if I didn't have to and would instead be looking for fun and genuinely challenging content (I'm of the opinion that grinding is not a challenge). Could just quickly get alts up and running and try them out, learning to play them well, and not having to be bogged down waiting for an experience bar to slowly rise or my inf amount to climb up enough so I can throw another 20-30mil at 1 out of dozens of enhancements I need off the auction house, all so I can just try the build out. There's only so much time in the world and I would rather spend what time I invest in the game enjoying it feeling like a comic book character in epic battles rather than grinding and farming.

Yeah, I agree. After seeing what has been done with Positron's TF and to some extent, Sister Psyche's/Penelope Yin's TF, the other TF's (At least the longer TF's) need to be updated.

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14 hours ago, indigoshroom said:

I would change it so if a character does not have any crafted IO's or set bounces ( just SO's) then they are not effected by ED. I think this could open up new builds for people and would help out those that are  not as familiar with IO sets. 

During the dark times after the Snap I tried out several MMOs seeking a replacement and one thing that really strikes me about CoH by comparison to them is the degree to which abilities can be enhanced at all.

 

I mean, sure, gear in those other games makes a massive difference in performance, but they also just give you the gear that puts you a couple ranks behind the current top end every time there’s an expansion so everyone is at least in the ballpark.

 

Similarly, the enhancement equivalents are TINY by comparison; reduce a 15s recharge power (that lasts 2s) to 12s, buff the damage of one ability by 5%; and set bonuses are similarly weak; 2% here, special effect every 90s there; and you might get 2-4 of them from having ALL your gear be part of the same set to get those tiny bumps.

 

By contrast, CoH enhancement slotting is improves power attributes by 20-40% EACH with six available per power and set bonuses are providing up to 5 small bonuses per power.

 

Then throw in that basic slotting expires so someone unfamiliar could easily end up effectively unslotted because they don’t yet understand that a red enhancement isn’t providing any bonuses. By contrast, gear in other MMOs may end up being woefully underperforming for your level, but it never actually expires and “put on this better armor/use this better weapon” is way more intuitive than “put this, this and this into each of your attack powers.”

 

Basically, there is a MUCH larger spread between the floor and ceiling of performance in CoH than in a lot of other similar games and a much less intuitive learning curve.

 

In terms of a radical overhaul in this area, my idea would be this; empty/expired slots instead of being truly empty instead provide a small enhancement buff to the power that raises the floor on performance.

 

I’m not the greatest numbers guy, but say each empty slot provided 1/6th of an even level IO to each enhanceable stat; i.e. six-slot an attack and even empty it performs as if it had one Acc, one Damage, one EndRdx and one Recharge IO in it.

 

That’s still less than properly slotting even basic IOs, but it’s a higher floor to start from for people still learning the ins and outs of the system.

 

I’ll let someone else figure out how to adjust the ceiling.

 

****

 

Another semi-radical overhaul I’d like to see is to make the t1 attack powers have no endurance cost and little to no recharge (some sets are nearly there, Rad blasts t1s for example).

 

The idea here is to smooth out the early game where even with the prestige enhancements you’ve got about a 3s recharge and are regularly left with an empty endurance bar. Having a basic attack from your actual power set you can always rely on would make those low levels a LOT smoother.

 

For a more radical suggestion than even that, make the t1 unslottable, but with sufficient base accuracy and damage (along with no END and recharge) that it functions as a fully slotted power (appropriately scaled for its tier/new stats).

 

Now starting characters not only have an attack appropriate to their power sets for the early levels, but it also frees them up to put their early slots into something other than their starting attack so there’s more variety. It also means there’s more incentive to pick up non-attack powers earlier since the t1 can chain with itself for attacks (I’ve seen more than a few melee builds ignore their armor set powers until they start faceplanting regularly because they’re trying to build a reasonable attack chain).

 

Coinciding with this, open up the t2 on the secondary set so that players can choose to skip these t1s entirely if they wish (I know many players who respec out of the t1 attacks at higher levels once they’ve got enough powers/recharge/endurance for a full attack chain without it... opening up the t2s would allow this build strategy to be an option for tankers, defenders, etc.

 

Short version: The lower levels would really benefit from players having a “basic attack” power that isn’t brawl or the origin attack.*

 

* side-bar: Not a radical suggestion, but I’d love to see a “origin attacks” power pool so I could get slottable versions of the taser, throwing knives, dart, etc.

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16 hours ago, indigoshroom said:

I would change it so if a character does not have any crafted IO's or set bounces ( just SO's) then they are not effected by ED. I think this could open up new builds for people and would help out those that are  not as familiar with IO sets. 

Interesting idea, but I think it would have to be handled a bit more delicately, otherwise an unsuspecting player might just handicap their build by throwing in one IO. 

 

Also I totally wouldn't run an SO only SR/SS tank with incarnate soft caps along with capped damage.

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On 10/1/2020 at 5:23 PM, silverforte said:

The more I play the more I'm getting annoyed by stunlocks. NPCs seem to have a lot of stun/sleep/hold abilities and they use them over and over with no diminishing returns. Not only is this annoying because it stops you from doing anything for 10-15 seconds at a time, but it turns your toggles off. Having to turn my toggles on over and over is irritating. Yesterday I wandered too close to a group of mobs and they stunned me permanently. Just over and over, I couldn't get away and they didn't stop. That sort of thing needs to be dialed back a lot.

Mob holds last too long - they last that long for the ATs with mez protection/resistance, but for those without... you're stuck for like 30 seconds doing nothing and just wait to die... 

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I would overhaul the enemy threat system. I think it should go up to +8, x8. Obviously it is just an option and there will be no requirement for people that MUST run their teams +8. Keep the system the way it currently is, an option for +1, +2, +3, +4, +5, +6, +7, +8. The current meta shows that a team with just 2, or even just 1 fully IO'd, incarnate player can make a +4 missions team trivial.

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