DIGITAL_JEDII Posted Sunday at 03:55 AM Posted Sunday at 03:55 AM (edited) First off let me say thank you to the "entire" coh community staff and Dev team - this is not criticism but simply productive feedback. As many of my fellow players have expressed I'd like to ask the Dev team about powers you can't use on yourself and collectively express the frustration it implies / imposes. In this last big (June 17 2025) update you gave us "adaptive recharge" for certain powers and I'd like to inquire why not a similar concept for powers you can't use on yourself? E.G Ice shields / 02 boost - why not utilize an adaptive scenario in which said power grant(s) a buff if soloing but otherwise "adaptively" scales down when other players join in a team or raid environment to a minimal but still useable buff? This way all power sets have value in all scenarios and with respect to PvP can further be analyzed and adjusted accordingly. Many thanks for bringing back an awesome game! Edited Sunday at 04:21 PM by DIGITAL_JEDII 1
Razor Cure Posted Sunday at 11:43 AM Posted Sunday at 11:43 AM I think the Adaptive Recharge is a great idea, and makes things like AoE long duration holds a lot more usable. The suggestion here, to have some kinda similar effect applied to Team Buffing powers would need to be carefully balanced, if at all feasible. Would it be for ALL team buffs? Would any 'shield' buff (therm, ice, bubbles) be able to be used on yourself? If you were solo, would an Ice shield that gives +16% def to team mates (number pulled outta thin air), give 16% when solo? Half maybe? Then when does it stop giving ANY benefit? Or would it bottom out at 3% (5% res, equal to the unique +def and res IOs)? Would it also work with other buffs like CM, Clarity, Forge, Forge, Adrenaline Boost? As 'fair' as that might be (if shields worked on yourself, why not single target buffs)..I cant help being cynical, especially in regard to things like Fortitude. After playing with way too many awful emps (and any other AT with single target buffs), I cant help thinking Emps would just fort and cm themself, and be as lazy as they usually are handing out team buffs. But enough of that. But another idea I had..what if it also worked on AoE attacks, with their rech and end cost. A fireball that hits 16 targets costs X and has X rech, but why would a fireball throw at ONE person (ie, you know there's only one target, so you don't put as much aoe power into it) cost the same?
golstat2003 Posted Sunday at 04:09 PM Posted Sunday at 04:09 PM 4 hours ago, Razor Cure said: But another idea I had..what if it also worked on AoE attacks, with their rech and end cost. A fireball that hits 16 targets costs X and has X rech, but why would a fireball throw at ONE person (ie, you know there's only one target, so you don't put as much aoe power into it) cost the same? I'm not sure the Devs would go with the OP's original idea, but your above is a good one. 1
DIGITAL_JEDII Posted Sunday at 04:18 PM Author Posted Sunday at 04:18 PM Good feedback my thinking is for a scalable power(s) model and of course proper balancing - it would just be nice / fun to use powers you can't use on yourself if soloing and of course when teaming with a friend or two 1
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