Mephitis

Citizen
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  1. You know what? I absolutely love this idea.

    It almost certainly would run into technical limitations, unfortunately, but one of the (few) things I've always envied in CO was the ability to just grab a power or two from outside of your primary sets for flavour, fun or some funky min-maxing. More customization is almost always a plus in my eyes, and while we have more powers and more costume pieces coming out monthly now, being able to give my characters some flavour powers or have some more useful picks on my power-light characters (I'm looking at you, forcefields!) would be worth every minute of production time.
  2. Quote:
    Originally Posted by gameboy1234 View Post
    I think you bring up a good point, although I think a good counter-point is that eight Judgements probably should melt a spawn.

    I think it should be clear to most folks here that we asking for things to be scaled up for additional players.

    I agree, on both counts. What I disagree with is eight judgements melting an EB spawn scaled to face an 8-player team. Naturally if this made things significantly harder on soloists and small teams that would pose a problem, it has to work both ways. If 8 players with judgement can make an EB spawn scaled to their team size beatable with such ease, there's a problem with that, just as there would be a problem if a soloer could pop judgement on their EB and take it out of the fight easily. Perhaps the 'judgement shielded' version of the EB should only spawn when the team size is above a certain number of players?

    Alternately, the damage from a single player to a single EB from judgement is quite low, while the damage of 8 judgements to a spawn of EBs would probably wipe them out. Giving them a judgement shield wouldn't impact the soloist significantly as all, would make it a little tougher on small teams and prevent large teams from melting what are supposed to be the epic, challenging fights in an instant.
  3. One thing that concerns me with the suggestion of multiple EBs in a fight to scale to the number of players is judgement powers. One reason for the significant drop in difficulty for large teams in DA isn't anything about the design of the zone, it's that when you can drop a judgement or two on every pack of enemies before engaging them, even the +4 levelled (and I should note, +4 doesn't count for much facing a team with +3 shifted characters) end up melting like they were facing a team of fire blasters. I absolutely love the idea of multi-EB fights (one of my personal favorite fights in the game is the climax of the first mission of the Apex task force where you fight incresingly large numbers of EB War Walkers with waves of clockwork between them) but in an incarnate content setting, I worry about what would happen if a team could just drop their eight judgements on them at once.

    They'd probably melt.

    I'm not sure how much this idea would constitute to an impact on the powers team because I honestly don't have a clue how easy this would be to code in, but my idea is, in pretty much any of these 'multi EB' scenarios, to give incarnate level EBs a 'judgement shield' which would make them invulnerable (or at least highly resistant) to the damage component of judgement powers.

    This seems like a non-annoying way (to me) to solve that particular problem. I don't want to see content becoming too difficult for the 'casual' player to enjoy, because that's not really the sort of game CoH is, but at the same time there's something wrong when I feel like I have to hold off using my powers to make the epic fight as epic as it should be!
  4. I support this. And I feel I should add: What's the big reason that they can't be sold on the market? Short of incresed interest in the super packs that contain them I don't see why that would be a bad thing.