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If you could radically overhaul 1 thing....


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The War Walls - they bug the [Redacted] out it me in their current form.

 

I am not saying remove or change the zone boundaries. I am saying change them.

 

1) Reduce the base of the in Paragon walls to a much smaller, lower, structure - perhaps even upgrade them with Praetorian Sonic Tech.

2) Make them invisible unless up close like the Rogue Isles (and other places), or at least reduce how visible they are a lot. 

3) Improve the assets/geometry behind the war walls. There is already some stuff back there - improve it to look better, but being behind the force field not visible unless close like the war wall it's self to not impact game performance.

 

 

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Hi, 

The Enhancement screen!

Firstly to be able to see the chat box whilst I am using it so I can moniter my private messages and LFG shouts.

Secondly to be able to select multipe slots to delete/ replace new enhancers. (like selecting non contiguous items in windows)

Being able to then drag those selected to the delete bin or to replace them with better enhancers.

Thirdly be able to “order sort” slotted enhancers in a power by drag and drop same as our power trays.

Fourth to sort the powers in primary and secondary specifically for PB’s and WS’s into form groups so Nova or Dwarf and Human only powers are seperated so selecting a new power choice is much easier when levelling up. Similiar to the Veats pages with seperate sections for the build process.

(I am aware the the Khelds were originally special and needed the player to have at least one lvl 50 alt to unlock them and so perhaps more wise in build power selection) but now a shiny new player can roll one from day one a little clarity in power usage when in differing forms would be a huge help even for the more experienced player base.

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On 10/1/2020 at 10:23 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.

The binary nature of mez in CoH has always been one of its weakest features. It's also forced some major unintended design changes on the game.

 

When the game launched, it only had one mechanism that would help you if you were hit by a mezzing attack - mez protection. This is what Tankers and Scrappers have. Under this mechanism, you have a mez threshold which an attacker has to exceed in order to mez you. It's still very binary, but the values are high enough that if you have Tank or Scrapper type mez protection, you probably don't have to worry much about mez in practice. I played from open beta to the end of 2008 and I don't think I ever had a toggled-up Tank mezzed in all that time.

 

There were no Break-Free inspirations. There was a mez protection insp, but you had to pop it before you were mezzed - no power, including insps, could activate when you were mezzed. Mez also dropped all running toggles.

 

The fact that you were de-toggled was actually a real problem for Tanks and Scrappers, ironically. At launch, the game only allowed you to run one toggle at a time (or was it one defensive toggle? I forget) and past a certain relatively low level, Tankers found they couldn't do their job if they didn't run their mez protection toggle 24/7. If you tried running a damage resistance toggle instead then you jumped into a spawn, got held/slept/stunned, lost your damage resistance toggle anyway and were unable to protect the team. This left them with sets full of toggles they couldn't use at mid to high levels.

 

This led directly to Issue 3, which fixed the issue by allowing you to run as many toggles as you wanted to. Unfortunately that introduced a slew of other problems, because there were no damage resistance caps in those days. Certain Tanker sets, in combination with the Fighting pool, could actually give you >100% smashing/lethal resistance.  The devs responded by introducing resistance and defence caps, then noted that Tankers could still hit the caps "too easily" and a round of nerfs to defensive powers began. Pool powers, which were initially intended to provide some protection for Blasters, Defenders and Controllers, were nerfed hardest, leading to a counter-intuitive situation where they were little use to those AT's and of most use to Tankers, who could still use them to hit or get close to their S/L caps.

 

Even powers like Stealth used to give fairly significant chunks of defence. I'm going by dim and distant memory, but a figure of 7.5% springs to mind (half that if you broke stealth by attacking). Given that ED wasn't around at that time, you could triple that value if you 6-slotted for defence. In the post-ED, post-IO world, the figures such powers offer are derisory by comparison.

 

Issue 3 was also the point where Stamina stopped being a nice-to-have. All those toggles could tire a body fast.

 

It's a pity, because I actually rather liked that earlier design - or I would have done, if it had worked. Tankers and Scrappers required a bit more thought to play in a know-your-enemy kind of a way, but because you only ran one toggle at a time, you theoretically had a lot more build freedom. Meanwhile, the squishier AT's had ways to get reasonable, but not ridiculous defences if they needed them, by dipping into the Fighting ot Stealth pools.

 

It didn't work though. IMO they should just have made the Tank and Scrapper mez protection toggles into autos instead, but they wanted to keep the possibility of a Tank being de-toggled by enough mez. Like I said though, I never saw it happen.

 

------------------------------------------------

 

That's all ancient history. The game now has other mechanisms for dealing with Mez.

  • Break-Frees show that the engine allows for click powers that can activate when mezzed. Blaster T1 & T2 attacks also.
  • Mez resistance is now a thing. This shortens the duration of mez, but doesn't change your mez threshold.
  • Toggles which don't drop when you're mezzed are now possible.

Metabolic Acceleration from the Atomic Manipulation set is a great example, being a mez resistance toggle that doesn't drop when you're actually stunned, slept or held. It would be pretty useless if it did, when you think about it.

 

------------------------------------------------

 

If I was getting radical and wanted to make the mez situation less of an on-off switch than it currently is, I might do something like the following.

  1. Make mez resistance much more common across all AT's. Put it into autos, or into toggles and clicks that ignore mez.
  2. Make those same powers enhanceable for mez resistance.
  3. Give every character an inherent Break-Free power of short duration. Slottable for recharge, but by no means perma-able.
  4. Lower, but do not remove the mez protection level of those powers that currently offer it.
  5. If mechanically possible, set a separate, higher and AT-dependent threshold for dropping toggles.

That creates a game where every character has some form of defence against mez, but also one where mez doesn't necessarily leave you completely helpless. Enough mez will de-toggle you, but that first hold or stun won't necessarily mean game-over. Enhanceable mez resistance means that it's harder to mobs to overlap holds, giving you at least some freedom of action, and the inherent Break-Free gives you an escape option.

 

If you play a Tanker, Brute, Stalker or Scrapper you might actually end up briefly mezzed from time to time, but fully dropping your toggles would be as hard as it is right now (e.g. very hard indeed).

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I'd get rid of enhancements and the Incarnate system, so that team tactics and AT roles actually mean something.  Either that, or add end-game content so challenging that AT roles and good team tactics would be needed to beat that content, even if you have all of the best enhancements and incarnate powers.

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Make some of the prestige powers slottable like inherent powers (Brawl, Sprint, the former Fitness pool).  No extra slots given out, but if someone wants to make their Ghost Slaying Axe more useful, why not?  If someone wants to rely on Beast Run as their travel power because it suits their character theme, why penalize them by not letting them be able to put Endurance reductions in it?  The buff pets? How about letting us slot them to boost performance and/or give a defense buff to the pet itself so it can survive a little better?

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Regarding the prestige powers, some of them shouldn't even be powers at all.  Rocket Board, Flying Carpet, and Void Skiff should simply be animation choices in the drop down menu for the flight power.  Adding insult to injury, is the fact that they shut all of your other powers off when you activate them.  This is not a reasonable balance for something that is nothing more than a free (and somewhat inferior) fly power.

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Capping Defense and Resistance needs to be looked at, in my opinion.

 

It’s an optional thing to build for, but it seriously imbalances what used to be challenging content.

 

Capped Blasters soloing the “Room of Death” on Citadel TFs, et cetera.  (People used to actually die and get trapped in the prison area.)

 

Capping defenses to the extent we’re able to now makes a lot of powers/sets superfluous in the mid to lategame, trivializes content, and makes it almost impossible to balance any difficulty changes on a global scale.  People on SOs will get stomped if balancing is done with current caps in mind.

 

Fix might be as simple as giving mobs at least a 10% minimum chance to hit.  Have to be careful we don’t hose Defense armor sets, though.  It’ll likely take someone mathematically smarter than me to sort it out.

 

But the current capping is an issue I see as negatively affecting the game.

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34 minutes ago, SableShrike said:

Capping Defense and Resistance needs to be looked at, in my opinion.

 

It’s an optional thing to build for, but it seriously imbalances what used to be challenging content.

 

Capped Blasters soloing the “Room of Death” on Citadel TFs, et cetera.  (People used to actually die and get trapped in the prison area.)

 

But the current capping is an issue I see as negatively affecting the game.

There is nothing more unheroic to me than "dying" because I'm not the right hero AT.  I'm going to have to disagree with your opinion on this one.

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6 hours ago, Player2 said:

There is nothing more unheroic to me than "dying" because I'm not the right hero AT.  I'm going to have to disagree with your opinion on this one.

Actually, the Hero’s Journey has death as an integral part of nearly every heroic myth in human history, according to Joseph Campbell.  Be it literal or figurative, mind you.  The struggle and success after defeat is what makes a classical heroic myth heroic.

 

I’m not talking about gating content behind certain ATs, so I agree with you there, man.  Everyone should be able to solo a bit.  I know full well the pain of Ice Tankers before they could run all armor toggles together.

 

I am talking about how the current game seems to lack that risk vs reward for the vast majority of older content.  It’s mostly nothing but reward now.


This means a lot of stuff is marginalized, and teaming is optional.  Which is fine in a vaccuum, but this is an MMO many of us have been playing for years.


Teaming used to be almost mandatory for bigger feats (it wasn’t just for iTrials), and everyone brought important stuff to the fight. Force Fielders were great to have even on a team of 50s.

 

Triumph over adversity is why I often prefer the lower levels; we kinda lose that in the endgame as it is.

Edited by SableShrike
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On 10/8/2020 at 4:23 AM, Jacktar said:

Hi, 

The Enhancement screen!

Firstly to be able to see the chat box whilst I am using it so I can moniter my private messages and LFG shouts.

Secondly to be able to select multipe slots to delete/ replace new enhancers. (like selecting non contiguous items in windows)

Being able to then drag those selected to the delete bin or to replace them with better enhancers.

Thirdly be able to “order sort” slotted enhancers in a power by drag and drop same as our power trays.

Fourth to sort the powers in primary and secondary specifically for PB’s and WS’s into form groups so Nova or Dwarf and Human only powers are seperated so selecting a new power choice is much easier when levelling up. Similiar to the Veats pages with seperate sections for the build process.

(I am aware the the Khelds were originally special and needed the player to have at least one lvl 50 alt to unlock them and so perhaps more wise in build power selection) but now a shiny new player can roll one from day one a little clarity in power usage when in differing forms would be a huge help even for the more experienced player base.

This.  

  

And get RID of the "combining" screen for enhancements, and just make it happen instantly. I HATE how long it takes to combine enhancements.  It's ridiculous. 

Edited by Puma
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On 9/23/2020 at 1:09 PM, Luminara said:

You can thrust, lunge, sweep, vault and spin, and throw the spear.  There's six of nine powers in the set, without limiting motion.

Sounds like a fun playstyle.

 

Spear & Shield can enable plenty of character concepts.

 

1765200602_SpearShieldCollage.thumb.jpg.0e27de045901d044d851426e027b29be.jpg

 

1298456704_SpearShieldScifi1-Copy.thumb.jpg.22de98871ae11817cc228d5483c9398b.jpg

 

I also would eventually want to see an "elemental weapon & pistol" powerset (fire, lightning, ice, etc...) so we can finally have Spark Blade's powerset in the game.

 

 

Edited by Shadowsleuth
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Not sure if this has been mentioned so far but: Away with the single target buffs.

 

I'm looking at you, Force field, Cold Domination, Thermal Radiation etc ect.

 

There is nothing more archaic, more 2004 than: "Click member 1, buff.  Click member 2, buff.  Click member 3, buff..." in a team of 8 players. Excluding pets.  There is no situation where you'd say "Gee, I wish the blaster had more defense but the scrapper can go suck a lemon" and as far as I know, since most of these buffs are applied out of combat, there's no tactical advantage to have them a targeted or PB AoE.   I have systematically avoided those sets because of that: it's not a service, it's a chore.

 

Let me buff my team all at once darn you!

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13 minutes ago, Aeroprism said:

Not sure if this has been mentioned so far but: Away with the single target buffs.

 

I'm looking at you, Force field, Cold Domination, Thermal Radiation etc ect.

 

There is nothing more archaic, more 2004 than: "Click member 1, buff.  Click member 2, buff.  Click member 3, buff..." in a team of 8 players. Excluding pets.  There is no situation where you'd say "Gee, I wish the blaster had more defense but the scrapper can go suck a lemon" and as far as I know, since most of these buffs are applied out of combat, there's no tactical advantage to have them a targeted or PB AoE.   I have systematically avoided those sets because of that: it's not a service, it's a chore.

 

Let me buff my team all at once darn you!

I thought the shield buffs for those sets, as well as some buffs in others sets (like Speed Boost and Increase Density in Kinetics) have been turned into targeted ally AoE buffs.

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6 hours ago, Player2 said:

I thought the shield buffs for those sets, as well as some buffs in others sets (like Speed Boost and Increase Density in Kinetics) have been turned into targeted ally AoE buffs.

If they were, I'm gonna be rolling some alts!

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2 hours ago, Grouchybeast said:

Rejoice!  \o/

"Thermal Radiation (Controllers, Corruptors, Masterminds): Fire Shield and Plasma Shield"

 

Pretty sure that should list Defenders too, because that's how it works on mine.  =)

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