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Good day heroes!

Any chance of a wholesale change to some of the armors in the game?  With the changes recently, it seems like there's an appetite for making the game a bit more as it was originally intended.  

I've been thinking about these changes for over a year now, and I think I'd like to double down on them for thematic reasons.  Also, armors all seem to be the same and this would spread the niche roles around a little bit.  It would also push builds into new territories.

Also, proliferate everything around to everyone.  Balance as things pop up 😉  I want regen/energy on a tank.

 

Some examples:

Ice Armor (Chilling Embrace focus)  When I think of Ice Armor, I imagine being around someone so cold that it physically discomforts me.  So all of the ideas are based around that.  I also think about how it would be attacking a glacier.  You'd connect with it with most attacks, but you'd chip away at it.  And if moisture was added back to it, it would repair.  Maybe so fast that your meaningless attacks do nothing to it.  So that's where I'm going with these ideas.  Also, take the visual graphics of Icicles away as an option.  Please.

Make ice armor a bit more absorption based instead of defense based.  Focus more on the slow aspect with chilling embrace (the uniqueness of ice). Also change most of the powers to be +defense / +absorb instead of +resist.  Add max HP to most of the powers. Add a small amount of regen to some of them.

Keep Chilling Embrace a toggle, but give it 3 versions.  A balanced one that provides -rech/-dam/-to hit, one that over focuses on -recharge, and one that over focuses on -damage/-to hit.

Instead of +defense pbaoe, a +absorb and -recharge/damage pbaoe would be awesome thematically and gameplay wise.  Make it a toggle power where the tick provides a small absorb per hit instead of a click power with a massive one. 

Change Hibernation a bit to be a toggle massive absorb, massive slow, massive -damage at the cost of a massive end drain on yourself while it's active with a long recharge.

 

Energy Armor (Focus on stealing energy/endurance)  When I consider how I would attack energy, I can't.  So does that mean it's defense based, resist based, or absorb for the sake of how to apply it thematically?  Defense makes the most sense, because everything passes through it.  It would be awesome if the mitigation came from active tanking (clicks) instead of toggles like it is right now.  Also, make the two big holes of the set negative energy and energy from a defense stand point, but high resists. Finally, let -rec and -end be the scary thing the set has to worry about.

To start, a choice: (make the entire set toggles free) or (one of the passives provide a substantial +rec) and make it almost permanently resistant (a small amount, but add it to each power so it adds up) to negative energy attacks, -def, slows, and -recharge. 

Make Repel a pushback/knockdown pbaoe click that provides a significant amount of absorption for a really short duration and smashing damage.  Make it the absorb available to be permanent.  Make it a fun animation and something people look forward to clicking.  Like the blaster novas.  

Give them a pbaoe click that provides large +res to energy/negative energy/toxic and a decent def to all situational attacks while a massive -end/-rec.

Give them an invis similar to dark.  Make it early.  Give it a good amount of defense to all.  

For their T9, give them a short duration immune pbaoe with a long recharge.

 

Regen

I feel like Regen should operate similar to bio armor and willpower, but different... and different than it is now.  Currently, there's a heal, massive regen, and decent recovery.  With blaster set, it gets absorption.  Here's what I'm thinking:  Simply double down on massive regen (like way back in I2).  Let them get hit often, for a decent amount, and let them fight through it.  More like woverine.

Most powers should be passive and provide +reg/+rec/+health/+end and resist to -reg/-rec/toxic at a minimum.  Let these stack.  Let the player feel more powerful every time they pick one.

The dull pain should increase HP and endurance and be passive.

The one toggle should be a mix of mind over matter from willpower and a resist to all secondary effects with mag protection against all of the secondary effects.  As life declines, mag protection increases and resistance to all damage increases.

The T9 should be a click for massive absorb on a short duration with a short recharge and no side effects.  Also give it an insane amount of secondary mitigation.  Like -10,000% to secondary effects.  Let the effects hit the player, but not effect them long term.

 

 

I know it's a long shot, but I'd like to recharge the player base in making changes while we have a chance.  

 

 

 

 

 

 

 

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