Ghost Posted 23 hours ago Posted 23 hours ago 1 hour ago, lyra said: more ideas: no debt, just minusxp so you downlvl if you die a lot make travelpowers only work in caves max playtime per day limited but you can pay real money for xtratime. I know it’s in jest, but I like the down leveling idea. 1
lyra Posted 23 hours ago Posted 23 hours ago or: when you die, you receive an injury/debuff with a real-time countdown of at least 2 hours. -50 run speed, etc. 1 [NPC] Fallen Gunner: Hero schmero.
battlewraith Posted 23 hours ago Posted 23 hours ago When you die, it locks that character out for a period of time and randomly selects another character from your roster, who appears doing a grieving emote. 2
Ukase Posted 20 hours ago Posted 20 hours ago 2 hours ago, lyra said: or: when you die, you receive an injury/debuff with a real-time countdown of at least 2 hours. I actually like this idea, but my concern would be that people would lean towards not teaming to avoid it. Maybe reduce the duration to 5 minutes. I've had characters that were doing very well solo, on challenging settings. Only to team up for a tf, keep those same settings, and teammates get you killed by aggroing a group and then running next to you and you take splash damage, while you're focused on something else, like reviving a teammate, or killing the last mob of the the previous group.
skoryy Posted 20 hours ago Posted 20 hours ago 3 hours ago, lyra said: or: when you die, you receive an injury/debuff with a real-time countdown of at least 2 hours. -50 run speed, etc. If the goal is to kill teaming and task forces and the game itself, then go for it. But that does seem to be the trend of the discussion: How creatively can we kill the game. 1 1 1 Everlasting's Actionette and Sunflare and way too many other alts Current Other Alt Fixations: Starwave, White Fang, Netherbow
Indystruck Posted 19 hours ago Posted 19 hours ago if you die in the game they send a drone to your house 1 3 1 @Twi - Phobia on Everlasting
starro Posted 17 hours ago Posted 17 hours ago Nostalgia is tricky but the only way is forward with fresh ideas. I don’t want to go back to pre-HC at this point. I would rather try other post 2019 servers than go to pre issue 24 again. The good old days were the good old days but it’s time to move forward with new content and approaches. Problems will always exist in COH. Elements of this game will forever gain and lose favor based on whoever is running this thing. I do say anyone storing more than 20 emails in their account - good luck ! That thing is a risky black hole some days. 1 Pineapple 🍍 Pizza 🍕 is my thumbs up.
JKCarrier Posted 16 hours ago Posted 16 hours ago 8 hours ago, lyra said: no debt, just minusxp so you downlvl if you die a lot Well, I'd never need to roll another alt. I could just play the same guy forever, since he'd never get out of single-digit-levels... 😱 --- 64453 - This Was Your Life? - An AE arc that lets you relive your hero's greatest triumphs! (Er, there may still be some bugs in the system...)
lemming Posted 16 hours ago Posted 16 hours ago I find most "we should go back to issue X" is the poster's recall of issue X. Which doesn't include any of the crappy stuff that has been fixed it seems. And doesn't hurt to mention, the old code doesn't exist anymore. It can be recreated, maybe, but ick. And most of the OP is pre-score stuff. (Looks like email had the most change, though I don't see where the email number changed, I see under SCORE you could email account bound items) 1
Ghost Posted 14 hours ago Posted 14 hours ago 1 hour ago, JKCarrier said: Well, I'd never need to roll another alt. I could just play the same guy forever, since he'd never get out of single-digit-levels... 😱 Guess it depends upon how reckless you play 🤭
Game Master GM_GooglyMoogly Posted 13 hours ago Game Master Posted 13 hours ago 15 hours ago, ScarySai said: On 8/7/2025 at 1:51 PM, macskull said: since the GMs seem to have zero desire to actually action bad apples in any meaningful way. They also actively punish the wrong people, lol. Disagree with both statements.
FupDup Posted 12 hours ago Posted 12 hours ago (edited) I'm going to actually make a serious post in this rapidly deteriorating thread, regarding procs and a little bit of general balancing. These are all based on things that we know to be possible coding-wise, since if that were not an issue, I would very much want deeper things done. The wishlist here includes: >Slotted recharge no longer reduces PPM. Perhaps increase the weighting of animation times in the PPM formula to help slow casting powers suck a little less (it's currently only a small factor). Base recharge remains a factor so that we don't reintroduce the old "buzzsaw" meta. >Non-damage procs like Energy Manipulator and Decimation get brought up to at least 3.5 PPM to match damage procs (or a little higher even), because damage is intrinsically more valuable than anything else. Resistance debuff procs are counted as damage procs here, as are Build Up procs, so they are not getting buffed probably. I'm also counting things like Regenerative Tissue in this category of things to buff. >The proc-boosting mechanic from the new Cupid set is proliferated to all procs, with the power of this boost depending on each individual case (i.e. purples like Hecatomb should only get a boost at 6 slots, but crap sets need a giga boost). >Add a lot more enhancement sets, including ones with procs, to categories currently lacking to help level the playing field a bit (i.e. Stuns and Sleeps need procs way more than Holds do). Try to include underutilized set bonuses like range in these where possible/logical. >All existing sets now go up to level 50, and have more set bonuses added if their existing tiers are shit. Note that I'm not asking for the current bonuses to be stronger, just for there to be a second bonus added to each tier (i.e. 2 bonuses at 2 slots instead of just 1 bonus). Sets with good bonuses already like Cloud Senses of course won't need that. >Some specific bonuses like recovery, regen, and damage are kinda weak and might need a bump. >Buff Sentinels, because yes. Edited 12 hours ago by FupDup 1 .
biostem Posted 12 hours ago Posted 12 hours ago Why not cut out the middle-man, so to speak - make procs consistent effects, and just reduce the damage or effect to a level that adds up to the same general PPM result we have now...
FupDup Posted 12 hours ago Posted 12 hours ago Just now, biostem said: Why not cut out the middle-man, so to speak - make procs consistent effects, and just reduce the damage or effect to a level that adds up to the same general PPM result we have now... Somebody on the Discord actually had a similar idea, where procs would have a 100% chance to fire off but the damage dealt would scale based on your PPM calculation, so basically slower powers would get a bigger chunk of damage while quick spammy powers would only get a small bit for the same proc. I wouldn't mind it because I don't like RNG in combat (hypocritical opinion to have in a game with tab targeting, I know), but it would certainly detract from the "flavor" of procs being a dice roll thing and there might be people who like the gambling element. And IDK how it would look in terms of coding so I just went with simple stuff. 1 .
MTeague Posted 12 hours ago Posted 12 hours ago (edited) On 8/7/2025 at 5:43 PM, Krimson said: So, how quickly did you want the player base to quit the game? If you want a vacant server with all of these fun things, Rebirth currently has a whopping 33 players online. This. I get nostalgic for some things from the Elder Days. I find myself soloing from 45-50 because I'm sick of teams where Incarnate Powers are flying around willy nilly in content that was never designed for them. I think it's crazy that Empathy or FF sometimes get derided as "useless" because "everyone will have capped defenses anyway." I miss feeling like my controllers made a difference against Malta. I miss when Blasters (except for Assault Rifle) had to decide if the situation was dire enough to unleash a T9 nuke. But. I am fully aware of how quickly players would drop the game like week old roadkill, if we went there. We would stop being able to raise the necessary donations on a regular basis. City of Heroes would die a 2nd death. Not because of an NCSoft snap, but because players would say the game was no longer worth playing. I'm also aware that I'm a raging hypocrit. Every one of my alts gets a Panacea proc slotted at lvl 7, without exception. They get a Blessing of the Zephyr knockback proction shortly after, once they can fit in a travel power. I rarely use "proc bomb" powers, but I am a set bonus FIEND. Even while I bemoan players scoffing at buff-centric support sets. Ultimately, it was like when I tried Project 1999 to go back to truly Old School EverQuest again. Nostalgic as f**k. Glorious to see. And I logged out 1 hour later, and never went back again. Because I'm 54 instead of 29, and because quoting a line from Netflix 2015 Daredevil, "Growing to love something is simply, slowly forgetting, what you dislike about it.". When I actually went back to the P1999 EverQuest game... I knew I could not mentally face that grind again. I knew I would never choose to spend that many hours on a loot treadmill again. Never choose to sign up for a regular guild/supergroup situation where to make any meaningful advancement, I would have to tie my fortunes to regular teaming with others and start planning my life around particular game-time hours to make that happen. None of these changes are ever going to happen. Because the devs don't want to have to smile sadly and turn off the lights as they walk away from an empty server. Edited 12 hours ago by MTeague 1 .
biostem Posted 10 hours ago Posted 10 hours ago There's nothing stopping you from creating an "Old School" SG, where you try to play in a manner closer to how the game was at some earlier state, so why not try out this experiment to see what kind of interest there would be? 1
DrRocket Posted 10 hours ago Posted 10 hours ago In my previous post, I sought to bring up or provide insights to what were the thoughts of the creators of the game. At some point, the developers became aware of the huge unbalance, and sought "patches" or "band-aids" to deal with it, and that is why the IO system came about, was it a perfect solution, frankly it was not, but it did serve a purpose reasonably well. A support character today who has IOd well, is now reasonably survivable, and thus narrowed that gap. Are the IOs balanced, that is an opinion each us would have on that subject, I personally think thy favor melee classes for what melee normally needs they can get with the first set of 3 of a kind, while the ones support desperately need requires sets of 5 or 6 which goes hard during design phase. Of course the IOs did help a bit with the survivability of support, but did not help melee with much increase in what they really wanted "DPS" So the developers produced the Incarnate system, this is narrows the gap even more, it does not close it, but it does narrow it considerably. For example the greatest burden on support is the spam use of status effects, with the introduction of Destiny Clarion and Hybrid Melee the support now had a reasonably good, in game, survivability versus the abusive use of status effects. It is not enough, but they did made further strides by the introduction of Rune of Protection as an auxiliary pool beanie and lately added Sheer Willpower to close the gap even more. The IOs did provide in Alpha and Hybrid a meaningful boost to DPS for melee to take advantage, and the other powers helps them with reduction of defense, enhanced accuracy, and what not which are of very high value to a melee class. So in some ways, the game has a sense of balance, but itis very dependent on how the TFs/SF and inherent powers given to mobs are used, too many mobs have an un-resistable, auto-hit defense de-buff, which opens up the gap greatly and torpedoes the IO system balancing act. In general mobs with Auto-Hit abilities are particularly cruel to support types who suffers a disproportionate impact by this tactics which are sadly becoming the rule of thumb for increasing challenge... Just sharing my observations on how the game has evolved... You may or not agree with me, but the purpose was to share aa perspective Regards
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