Phair

Citizen
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  1. I understand that my numbers are not what would be accepted and that the code is not yet written for such things. I don’t pretend to know the coding behind the power sets so my numbers are irrelevant, as such overpowering and making CoH unchallenging is not the intent behind this suggestion.

    Ten years ago the coding for City of Heroes wasn’t written either, nor three years ago was the coding for IOs. Progression is a good thing in a game as long as it moves the game forward.

    I would like to see some character progression for powers besides IO enhancements. I don’t farm AE for the Millions of Inf it takes to get a good IO set now days, nor do I buy Inf from farmers. I’d rather be out playing with other people on scanner missions or running though the sewers.

    Originally, I was going to suggest this be done for the core TFs as something that can help the progression of a character without investing anything but time playing with other players. I personally would like to see something like this after the end of a long TF instead of random OI’s.


    Also Firespray,
    Thank you for the constructive criticism.
  2. The idea behind this has been bugging me for a while now. I come from back in the day where agro cap was fiction and holds could go on for miles around. Although this is a slight exaggeration, it is not far from the truth. The idea behind it was that if you can take the damage to hold it, you should!

    Most of the additional ideas after Agro and Control Management were based from what we can already get in IOs today. Realistically the powers you got at lower levels should be able to improve over time.

    The only issue I see with the implementation would be to the agro and control caps. But if all the stackable powers it would affect already have a cap... So I don’t see the problem?


    It could be presented like the epic poer pools, like regular power pools, or be available after a series of tasks from the TF/SF Contacts at Level 20 and every 10 levels after that.



    Extended Aggression Management (At lv 50 adds up to +8 to Agro Cap)
    LV 20 Adds +2 to Agro Cap
    LV 30 Adds +2 to Agro Cap
    LV 40 Adds +2 to Agro Cap
    LV 50 Adds +2 to Agro Cap

    Extended Control Management (At lv 50 adds up to +8 to Control/Hold Cap)
    LV 20 Adds +2 to Control/Hold Cap
    LV 30 Adds +2 to Control/Hold Cap
    LV 40 Adds +2 to Control/Hold Cap
    LV 50 Adds +2 to Control/Hold Cap

    Extended Health (At lv 50 adds up to +200 Health)
    LV 20 Adds +50 to Health
    LV 30 Adds +50 to Health
    LV 40 Adds +50 to Health
    LV 50 Adds +50 to Health

    Extended Endurance (At lv 50 adds up to +200 Stamina)
    LV 20 Adds +50 to Stamina
    LV 30 Adds +50 to Stamina
    LV 40 Adds +50 to Stamina
    LV 50 Adds +50 to Stamina

    Enhanced Damage (At lv 50 adds up to +4% damage base)
    LV 20 Adds +1% damage base
    LV 30 Adds +1% damage base
    LV 40 Adds +1% damage base
    LV 50 Adds +1% damage base


    Enhanced Heal (At lv 50 adds up to +8% healing base)
    LV 20 Adds +2% healing base
    LV 30 Adds +2% healing base
    LV 40 Adds +2% healing base
    LV 50 Adds +2% healing base