If you could cancel the Cottage Rule. . .


Adeon Hawkwood

 

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for just one power set to get completely reworked, which set would it be?

For those who aren't familiar, the Cottage Rule is a rule the devs try to follow that prevents them from completely altering the function of a power, or its placement in the power set, or the IO sets with which it can be slotted, except as the absolute last resort to solve a critical, must-solve problem which cannot be solved any other way. Thus, Electric Armor's heal still functions as an endurance discount power, as an example. Adding abilities is OK, altering strength of abilities is OK, completely transforming a power is not.

My nomination: Gravity Control leaps out at me as a set that is severely hindered by the Cottage Rule. Just putting Wormhole in an earlier slot would help the set enormously, and changing Dimension Shift to be, well, something other than a foe intangibility power, would really make it much more generally useful.


TEH WERDZ ON SKREEN HURTZ MI BRANE!

 

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[Traps.Time Bomb] -> Gun Drone or Omega Maneuver


 

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I've always found Devices to be a poorly designed set. By comparison, Traps does a lot of the same things, with added benefit of doing it for the whole team. It also does some far more useful things like the Forcefield Generator and Poison Trap.

1) Web Grenade is the only starting tier-1 on the secondary side that Blasters get that does no damage. Its cast time is also slightly longer than all the others except for Subdual. Another issue it has is that it causes redraw. While this is true of all the immobilizes if paired with a weapon set, Devices is the most logical secondary to pair with the weapon sets and thus creates a problem. It would be like if Fire/Fire somehow caused redraw. Recommendation: Damage (Toxic webbing? Electric?), and animations that allow it to shoot from a gun or bow (might open up a world of headache for BABs though).

2) Caltrops is a decent enough power depending on what you use it for. Skippable, but overall not terrible. Recommendation: Nothing really. There's nothing inherently bad about Caltrops.

4) Taser is a pretty lame power. While it does technically enjoy the benefit of range which most secondary powers don't, it's only 20 feet so it's not enough to really mean anything. Like Web Grenade, this causes redraw with weapon sets. In exchange for having a mere 20 foot range, it has absolutely zero secondary effects. Compared to the holds in Elec or Ice, it's very underwhelming. Only Energy has comparably poor effects, but it has other powers in the secondary to stack with and apply higher mag stuns. Recommendation: Hard to say. Maybe make it melee so that you can justify giving it more effects. Maybe more damage, longer duration, or at least bonus accuracy. And fix the redraw if possible, same as Web Grenade. Difficult to imagine what would make this power better while still making sense.

10) Targeting Drone is one of the really good powers in the set. It boosts accuracy by a large amount, and has a cool visual. Unfortunately, this power comes at the cost of Build Up, which all the other sets get. As a result, you have good accuracy, but no damage boosts. Accuracy is something that's rarely a problem for most well-built toons, although TD will allow you to pierce through DEF (being ToHit and all). Recommendation: This power can be left alone, though honestly I'd like to see it given a universal damage boost of a small amount, like maybe 10-15%.

16) Smoke Grenade is another power that just sort of is. It's not inherently a poor power, nor is it really fantastic. It's as skippable as Caltrops, even though it can be used to achieve some nice stealth options. By itself the power is decent. Recommendation: As with Caltrops, this power doesn't necessarily need to change. Unless redraw could somehow come off. But it's less of an in-combat power, so isn't as necessary as the others mentioned.

20) Cloaking Device is one power that has huge room for improvement. The main problem with the power is that it just plain doesn't do anything. It adds a small bit of stealth and a small bit of defense. But neither of these things is that significant for combat. Recommendation: Honestly, make it crit. Only the first attack, but you get a crit from it same as Stalker hide. This would make up for the set's lack of Build Up by allowing one attack when you open to crit. AoEs like nukes would only crit half the time. I can't crank out numbers off the top of my head, but it could be made 75% (like Widows) if a 100% damage boost would be too powerful.

28) Trip Mine is another one of the nice powers in the set. It can be a pain to use however. Being one of the only attacks in the set, it sucks that it's interruptable. The power isn't bad by itself, but on teams it can end up being rarely used. The best use of it is to lay several and lure a badguy into it, which basically never happens on teams. In the thick of a fight, AoEs may prevent you from ever using one. That combined with the long cast time can mean it rarely if ever gets used in actual combat. Recommendation: Hard to say what this power needs. Tentatively, I'd suggest removing the interrupt time and increasing the recharge time, making it into something you can use in combat, but make it less feasible for drop-and-pull strategies.

35) Time Bomb. Ah, where to start? It only does 40% more damage than Trip Mine, yet has a nuke recharge timer, and takes a full 30 seconds before it actually goes off, in addition to having an 8 second interruption time. You could actually easily lay 2 Trip Mines in that time, and do more damage. Any competent team would be able to mow through a group in far less than 30 seconds, and the only other good use of it is to run ahead and lay it in a separate group, which you can only do with full invisibility (which is impossible to obtain with primary/secondary alone -- very poor design). Overall, just a very bad power. Recommendation: Cottage rule. Just throw this power out. Replace it with an Omega Maneuver variant, because it's just that bad. Omega Maneuver has the same recharge and similar stats. The difference being it's actually USABLE.

38) Gun Drone is a power that seems like it's severely hampered based entirely on the AT it's on. While on one hand Blasters don't and shouldn't usually get pets, it's really no fun to wait all the way to 38 to get such an unfriendly power to use. It's nearly 40 endurance for a pet that only lasts a minute and a half, and it has an agonizingly long cast time which is, on top of everything else, interruptable. To top it off, it requires 100% recharge to be out all the time. Recommendation: The drone doesn't really do a lot, and isn't even that powerful. For being a 38 power, it should really be more friendly to use. Take off the interrupt time, and reduce the cast to a friendly 1-2s. Make the recharge match the duration, and extend the duration out to 2-4 minutes. I can't recall off the top of my head if it allows multiple instances, but if it does, that would need to be removed for the duration/recharge change.

The set as a whole is plagued by lack of attacks that aren't interruptable. It hardly even has attacks at all for that matter. Many of the powers have long cast times (which are interruptable). All the powers cause redraw with the sets that they're most likely to be paired with. The set has no Build Up or damage boost of any sort. All the powers are on long recharges and a hassle to keep using. Many of the powers can't actually be used IN combat. And it has a lot of utility powers which are either minimal in benefit, can't stack with anything else to reach any meaningful bonus, or are generally not very helpful.

Getting rid of all the annoying interruptables, making the pet friendlier, making the powers more in-combat ready, and giving some of the powers more of a purpose would go a long way toward making the set good.


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Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

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Everything Super Reflexes (actually, a lot of the defense sets have inherent issues which cause them to be incredibly flimsy for the first half of the game).


 

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My nomination:

All weapon sets.

After deleting them all, I'd reconfigure them and combine them into 'Weapon Use'. From that pool, you customize your power use yet you choose whatever weapon you want.

So technically, you could customize a mace set using combos, a set of claws with a +def parry power, an axe with -def in each attack, etc etc.


 

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I'm going to have to second the nod towards Gravity Control ... it's just that messed up from a design standpoint, and the Cottage Rule is standing athwart the most obvious and sensible means of redress.

And I have to strongly agree with the assessment of Devices above. The set really is that bad, and really not much of a gadgeteering set. It almost feels like you're being *penalized* with the Devices powerset, as if its intent was merely to annoy ... rather than defeat/arrest your foes.


It's the end. But the moment has been prepared for ...

 

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Originally Posted by Leo_G View Post
My nomination:

All weapon sets.

After deleting them all, I'd reconfigure them and combine them into 'Weapon Use'. From that pool, you customize your power use yet you choose whatever weapon you want.

So technically, you could customize a mace set using combos, a set of claws with a +def parry power, an axe with -def in each attack, etc etc.
Hmm, interesting idea. So you'd disassociate the weapon skin for Dual Blades from the combo system, and the set would be called something like "Melee Weapon - Combo" and could be chosen with any melee weapon in the game. And likewise, you'd strip the weapon skins for swords from the general purpose Katana and Broadsword power selection (no need for them to be different sets if you're not associating them with specific skins) and let people take those moves with an Axe or a War Mace if that's what they wanted. I like the idea. Even beyond the inherent Cottage Rule issues (which are actually pretty minor, since a Dual Blade skinned character using the combo melee weapon power set would be exactly like a current Dual Blade character), the manpower required to actually animate all the new moves would be enormous. But I like the idea.


TEH WERDZ ON SKREEN HURTZ MI BRANE!

 

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I would throw Dimension Shift out the door so fast that it would tear the fabric of all realities. The rest of grav is salvagable, though I would strip it of its mostly useless secondary effect (-runspeed, why?) and maybe buff the damage in exchange. Wormhole would also be moved to 12.

I would invoke the "Reverse Cottage Rule". I have Cottage. It summons a nice little cottage that is completely useless. One day I log in and Cottage now boosts my defense and resistance. I am pleased. Cottages be damned.


 

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Good Question. The introduction of IOs has changed the balance of a good few sets, often in ways that would warrant breaking the cottage rule to compensate.

Anyone can now pick up stealth for free, so Devices loses one of its speciality features. Well, two, since Smoke Bomb and Cloaking Device both provide stealth, which is now available at a price.
I would suggest adding an assasination-style damage bonus to Cloaking Device. It compensates for the lack of build up, lifts the power way above any other stealth power, and is thematically appropriate, making the set a kind of sniper set.

Anyone can now build up a decent defence to some positions, so sets which specialise purely in Defence are now a bit overshadowed by their hybrid cousins.
Super Reflexes is overshadowed by Shield Defence, Force Fields by Cold Domination.

I'm not sure what I'd give to SR. It does have the awesome defence debuff resistance to set it apart.

Force Fields, I'd add some more personal protection to the set - give Repulsion Field some +Melee Def and Force Bubble some +ranged/AoE Def.

I'd also add Sonic Resonance to the list. It seems to have been designed in a way that's unnecessarily team dependent. One of its best debuffs (Disruption Field) requires an ally, and it has one of the greatest WTF powers in the game in Sonic Repulsion, once again made ally dependent for no other reason than just to be different from kinetics and Force Field?
I'm not really sure what I'd replace Sonic Repulsion with, just that I would replace it.


 

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None specifically, but a lot of sets that I'd simply re-organize.

All blast sets, for instance. There's really no reason that more sets aren't organized like Archery where you get all 3 single target attacks early plus both AOE powers relatively early. None of this crap where you wait 18 levels for your tier 3 (fire, ice....) or 26 levels for your targeted AOE (energy....).

I'd also completely do away with all of the sniper attacks in those sets. That's one power that really has no usage considering its balancing metrics in comparison to other ST powers.

Similarly, all blaster tier 9s would become endurance draining nukes, rather than just some of them. Again, like the sniper sets, the balance metrics don't work right with the other tier 9s in blast sets. The tier 9s with low recharge values, in an era of City of Kins and City of IOs, creates far too much redundancy of powers.

With the comment on force fields, I wouldn't add any self defense to the set, because it just doesn't need any. However, the problem with force fields is that it only really does one thing; defense through knockback and passive defense. It isn't a well rounded set because it lacks other forms of buffs and defense the way similar sets do (cold, sonic, thermal in particular). Force fields does do defense better than any other set, but it quickly gets to the point of redundancy, particularly on high level teams with IOs.

I've brought up IOs several times, and I'm not saying to balance the sets around IOs in the sense you need IOs to accomplish certain tasks. However, I am suggesting that the set designs take IOs into account a little more, such as sets like Devices where powers have become very redundant due to the introduction of inventions, or powers whose recharge time is so heavily affected by IOs as to change the intended design of the power radically. One example of the latter is in some of the newer tier 9 defensive powers lacking the ability to accept recharge buffs.


 

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Dimension Shift.

And I strongly agree with Dispari's assessment of Devices, particularly with regards Time Bomb and Gun Drone. I'd also quite like to see Targeting Drone bestow a +critchance rather than a straight +dam, just for flavour.


 

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Originally Posted by Dispari View Post
I've always found Devices to be a poorly designed set. By comparison, Traps does a lot of the same things, with added benefit of doing it for the whole team. It also does some far more useful things like the Forcefield Generator and Poison Trap.
In general I agree with your assessments. I really like Devices, both for concept and because it's got some fun powers. That being said I've recently started a Traps/AR and the difference is like night and day. Even with the lower damage and fewer attacks available to a Defender soloing in my mid twenties is much, much easier than it was as am AR/Dev Blaster.

A few general comments of my own:

Damage would be nice on Web Grenades (I recommend Smashing) but I think there's a balance issue from the devs end. Technically the lack of damage is supposed to be balanced by the recharge reduction. The problem is that recharge reduction is a poor form of damage mitigation unless you have A LOT of it.

For both Web and Smoke Grenades it should be pretty easy to give them an alternate animation for firing them from an Assault Rifle. For Archery/Devices BABs might be able to make an alternate animation where he throws the grenade with his off hand while holding the bow in his left (similar to some brawl animations). The problem is I suspect that it would require giving all Devices users an Assault Rifle and Bow costume pieces in the tailors regardless of whether they use the alternate animations or not which might cause some issues (can a powerset have two weapons associated with it?). Of course I'm sure that the devs could find a way around these issues if they wanted to.

I disagree with you about Caltrops, it is an AWESOME power, especially if you solo at low levels. It does lose some utility at higher levels and on teams but at low levels it's an excellent way to keep NPCs with high melee damage away from you.

I agree about Taser, although in it's defense I'll note that both AR and Archery have a stun attack so AR/Dev and Arch/Dev both have the optino of stacking stuns to mez a boss. That being said I'm planning to spec out of it on my AR/Dev since the new difficulty setting mean I can gun down large spawns of mooks without having to worry about bosses (I can take bosses without a double stun, but it's slow, largely because AR/Dev has horrible ST damage)

Cloaking Device is a tricky one. The obvious solution would be to increase the defense that it provides but I think increasing it to really noticeable levels would be unbalancing. I like the idea of using it to increase damage but rather than a crit I'd rather see a direct damage boost. This has a couple of advantages. First off it would be extremely easy for the Devs to code (basically change it so Cloaking Device gives a static damage boost which is suppressed for 10 seconds when you attack etc.). Secondly a static damage boost would work with AoEs and most Blasters I know like to open with an AoE (especially in groups). Finally it would make Cloaking Device function as an erstz Build Up power for Devices, instead of a 100% boost for 10 seconds out of every 45 you get say a 30% damage boost on the first attack against every group. I know 30% sounds a bit low but Devices already has the advantage of having Trip Mine. You can place one before every spawn and get a 26.4% damage boost for 7.5seconds so if you combine that with CD you'd get a 56.4% damage bonus on your first AoE against every group (as well as having some close in defense ).

For Trip Mine I would like to see a reduction in cast time to 2s similar to powers like Gas Trap from Traps. Ideally I'd like to remove the interruptable portion but overall I can live with it.

For Time Bomb, I already expressed my views in this thread. To summarize, drastically reduce both the cast time (to 2-4seconds uninterruptable) and the detonation delay (preferably to 0s), give it a 50ft range and possibly lower the damage a bit. Rename it something (Satchel Charge would work, although I like Petard because it's a funny word).

I agree with you on Gun Drone. The damage is awful, but that's to be expected. Under the current timing though it just isn't worth the effort to summon the darned thing. In fact I use it so rarely I'd probably be better off replacing it with Hover purely to use as a mule power. Replacing the six-slotted Thunderstrike with a 3-slotted BotZ and a LotG would give me more defense, a recharge bonus and two slots to put to better use.


 

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Originally Posted by brophog02 View Post
I'd also completely do away with all of the sniper attacks in those sets. That's one power that really has no usage considering its balancing metrics in comparison to other ST powers.

Similarly, all blaster tier 9s would become endurance draining nukes, rather than just some of them. Again, like the sniper sets, the balance metrics don't work right with the other tier 9s in blast sets. The tier 9s with low recharge values, in an era of City of Kins and City of IOs, creates far too much redundancy of powers.
Funnily enough, I agree on snipes but not on nukes.

Snipes are really dumb in my opinion. They don't do anywhere near enough damage to be worth what they do. They don't do that much more damage than your regular attacks (in fact, Total Focus does more than a snipe). The powers have long animation times and are interruptable, meaning you can't use them in combat. So you pay for a long animation power that barely does more than your normal attacks that you can only use once per fight. Or... you could just run in and use Total Focus.

However, your comment on nukes confuses me. The most popular Blaster for farming is Archery because of its tier 9. Not that I don't enjoy my Nova on my Energy Blaster. It crashes all my stuff and prevents me from using any powers for a while. It's fun to do a huge boom, but the long recharge means I can't rely on it. It's still not really overlap, because it doesnt' fit into an attack chain. It's a once-per-fight thing, while the crash nukes are once-every-few-fights thing. Anyway, Nova is 305 damage with 360 recharge while Rain of Arrows is 225 with 60 recharge, so do the math.


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Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

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Originally Posted by brophog02 View Post
All blast sets, for instance. There's really no reason that more sets aren't organized like Archery where you get all 3 single target attacks early plus both AOE powers relatively early. None of this crap where you wait 18 levels for your tier 3 (fire, ice....) or 26 levels for your targeted AOE (energy....).
They're organized differently so that they play differently. If they were all the same progression then differences between the sets would become pretty marginal. For example, Assault Rifle has excellent AoE damage but rubbish ST damage and no Aim to compensate. Fire has excellent ST damage, good AoE damage and Aim, it's weakness is no mitigation either as secondary effects or as a mez power. I could go on. Reorganizing the sets to all follow the same progression would just make Blasters more generic than they already are (seriously, have you ever seen anyone inquire what set a blaster is before inviting one? One blaster is pretty much as good as another.)

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I'd also completely do away with all of the sniper attacks in those sets. That's one power that really has no usage considering its balancing metrics in comparison to other ST powers.
You can have my snipe when you pry it from my cold, dead fingers *shakes fist*. I'll admit they probably could use a damage boost but it is a good, if slightly situational, power. I don't bother with them on my defenders but I take and use it on my blaster.

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Similarly, all blaster tier 9s would become endurance draining nukes, rather than just some of them. Again, like the sniper sets, the balance metrics don't work right with the other tier 9s in blast sets. The tier 9s with low recharge values, in an era of City of Kins and City of IOs, creates far too much redundancy of powers.
This one is problematic. I can see where you're coming from but doing this would require a major re-balancing of Assault Rifle and Archery. A large part of the strength of these sets is that they can use these in almost every fight.


 

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Gravity, definately, what other set do you know of that cannot do it's ATs primary function for over half its career?
Depending on your secondary Gravity/ is a gimped defender. For example an FF/Ice Defender offers better shields, and even more control then a CONTROLLER for levels 1-26. Stalkers, Dark defenders, Dark corruptors, and countless other combinations are better then Gravity control at controlling. In its current situation I see no reason to take Gravity control over anything else for mitigation.

Gravity Control for dominators is even worse though as Gravity controllers can atleast pick a secondary like rad/, /TA or /Storm to fall back on, Gravity Dominators get stuck with the loss of control for subpar damage attacks from their primary with a secondary devoted to damage.


 

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Originally Posted by MagicalAct View Post
Gravity, definately, what other set do you know of that cannot do it's ATs primary function for over half its career?
Depending on your secondary Gravity/ is a gimped defender. For example an FF/Ice Defender offers better shields, and even more control then a CONTROLLER for levels 1-26. Stalkers, Dark defenders, Dark corruptors, and countless other combinations are better then Gravity control at controlling. In its current situation I see no reason to take Gravity control over anything else for mitigation.
Both Mind and Illusion Controllers have the same early progression. That being said, Mind is also considered weak although Illusion makes up for it in later levels .


 

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Not quite, Illusion atleast has the choice of taking Flash at 6 and PA at 18, not to mention its damage for control aspect is decent as Spectral wounds is fast activating while propel is pretty much useless on teams. And once you hit 26 Spooky just rounds it out further into a well designed set.
Mind I do agree with has almost as bad as a progression however it atleast becomes a good controller. Gravity's problems don't alleviate with the addition of wormhole, as even played a good player will result in the splitting of mobs from missing and it's short radius, to it's unneccassarily long activation times. Sure wormhole lets you decide where the fight's going to take place but every other control set can actually handle mobs whereever they lie to begin with.


 

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Originally Posted by Adeon Hawkwood View Post
They're organized differently so that they play differently. Reorganizing the sets to all follow the same progression would just make Blasters more generic than they already are
But they don't really play differently, it is just annoying early on. You advance through the levels so fast now that you're at 20 in no time at all, and even exemplaring a set like fire or ice isn't impacted even as low as a Posi with the new SSK system. In a case like Energy, it just falsely creates the assumptions that Explosive Blast is poor, or that Energy is a ST set, when neither are true.

There's just no reason for it being this way. Scrappers, for instance, aren't this way. Every Scrapper gets their taunt power at level 12. If they have a single activation build up power, it's at level 6 (with the exception of Blinding Feint, which is at 8). The sets are getting a third ST melee attack by level 8. Even with the diversity of some of the sets, there isn't such a thing as waiting until 18 to put together a reasonable attack chain. The diversity in Scrappers comes in the powers, not in odd tier placements.

Some of the blaster tier placements are the same issue as Gravity has with Wormhole.........simply unnecessary.


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Originally Posted by Adeon Hawkwood View Post
(seriously, have you ever seen anyone inquire what set a blaster is before inviting one? One blaster is pretty much as good as another.)
YES. I do play an Energy Blaster a lot, so that does impact that situation some, but there are also advertisements and such for certain Blaster sets, mostly from those that think all a Blaster is there for is AOE damage. I've heard people flat out say that if you're not Archery or Fire, don't bother joining their team. It certainly isn't as pronounced as something like Emp defenders, but it does exist.

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Originally Posted by Adeon Hawkwood View Post
You can have my snipe when you pry it from my cold, dead fingers *shakes fist*. I'll admit they probably could use a damage boost but it is a good, if slightly situational, power. I don't bother with them on my defenders but I take and use it on my blaster.
You'll find yourself very much in the minority here due to the long activation time creating a ridiculously bad DPA. Ironically, most people would say the opposite: when it is taken, it is generally done more on Defenders than it is Blasters, due mostly to the comparative damage with other powers in the set. I would like to hear your thoughts on why you like it so much, as threads pertaining to snipes are generally one sided.

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Originally Posted by Adeon Hawkwood View Post
This one is problematic. I can see where you're coming from but doing this would require a major re-balancing of Assault Rifle and Archery. A large part of the strength of these sets is that they can use these in almost every fight.
Oddly, I thought this one would face the most criticism (and it still might). Archery and Energy are essentially identical sets except for two big things: The ST damage is split more evenly in Energy (and more concentrated in Blazing Arrow for Archery) and the fact Archery has the short recharge ROA rather than the long recharge Nova. Other than that, if you look at the cone + AOE in each set, and the total of single target in each set, you'll see they are indeed very, very similar. Obviously they play differently due to the secondary effects, but in term of balance metrics like damage they are extremely close.

Assault Rifle is similar. In all three instances the standard cone and standard AOE are essentially the same (I believe M30, Explosive Blast, and Explosive Arrow are indeed exact clones). Fistful, Torrent, and Buckshot are very similar as well (certainly in terms of damage). Assault Rifle's problems are really more in terms of Ignite acting as a tier 3, but even that is partially made up with the inclusion of Flamethrower, which gives Assault Rifle more AOEs than a standard set (replacing the normally skipped snipe attack), and not by the inclusion of Full Auto.

Does Energy need rebalanced then? I would say, no. It's a middle of the road set, which is why I'm using it as a simple comparative. Why would archery need re-balancing, then? ROA in its current form isn't what makes Archery viable, although its issues of redundancy have made people think that. People have made Archery a set around ROA because its extremely effective in today's common high recharge builds, rather than because that's how the set is truly balanced. If it were that case then we have some serious balance issues with nearly all of the remaining Blast sets, because Archery's ST and AOE damage (ignoring tier 9s entirely) are right where they should be, with respect to the other Blast sets.


 

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Originally Posted by Dispari View Post

However, your comment on nukes confuses me. The most popular Blaster for farming is Archery because of its tier 9. Not that I don't enjoy my Nova on my Energy Blaster. It crashes all my stuff and prevents me from using any powers for a while. It's fun to do a huge boom, but the long recharge means I can't rely on it. It's still not really overlap, because it doesnt' fit into an attack chain. It's a once-per-fight thing, while the crash nukes are once-every-few-fights thing. Anyway, Nova is 305 damage with 360 recharge while Rain of Arrows is 225 with 60 recharge, so do the math.
There's nothing that should be confusing. In fact, you've very adequately explained why ROA makes other powers redundant, and similarly why the endurance crashing nukes don't.

I never said the opinion would be popular, and I'm more than aware of why that is the case.


 

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1.) Gun Drone - Half a bars end drain, a spawns lifespan to activate, a visible aggro drawing pet in a set with 2 stealth powers and 2 stealth reliant powers, and only does AR Burst level damage, and flies too slowly to keep up with travel powers, and has a short lifespan... and a long recharge.

2.) Dimension Shift - I guess gravity has something to do with alternate dimensions? This must be an offshoot of the wormhole ability, maybe that one scifi where they wormhole through a blackhole... you know, instead of getting crushed. and then off of that time travel or string theory? (Also power is annoying since it still gives no visible sign of phase)

To replace, it's been suggested before, but gravity should have a power which draws enemies in, a reverse repel mechanic that is totally unique to gravity.

3.) Gravity holds in general - "Causes a single foe to be trapped in a misshapen gravity field, rendering him unable to take action" huh? Misshapen gravity field? how would... I'm confused.
(Suggestion for 3...) Make Gravity slam an opponent down, and keep them down for its holds, everyone has a knockdown animation, it shouldn't be too hard to make them stay down. It seems gravity to me should be the ultimate in mob positioning, things like area left, repel, an upwards or downwards version of telekinesis, a selectable area 'gravity well' power that draws enemies to it (even if you place it on the ceiling if you really wanted to get interesting.)


"Fascinating. I'm not bored at all, I swear." -Kikuchiyo

 

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Storm Summoning, in my opinion, needs love and a lot of it.

I can't give a lot of detail because I looked at it for about two days (helping a friend) but here's a couple of things I noticed from watching her play:

Tornado takes so long to chase something down that it hits about three things over its entire lifetime.

Lightning Storm does enough knockback that it can't reach an enemy it's already hit. "Never hits the same guy twice" is not really a feature in my opinion.

Storm in general seems to hit a lot of people with a lot of effects, most of which last about a second and a half.

I've figured out what I'd like to do to Force Fields, if there was no cottage rule:
I'd replace Repulsion Field or Force Bubble with a power much like Sonic Dispersion. A big +Resist bubble that does mez protection. The kicker is, you could run EITHER Dispersion Bubble OR pseudo-Sonic Dispersion. Currently Force Fields caps Defense for the team and provides local mez protection, but if you have other sources of Defense it doesn't have much else up its sleeve. "Knockback, or Repel!" This would give you the option of either all the Defense a blaster could need, or a lot less Defense with some Resistance to give a +Defense build some extra pain absorption.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

Burn for tanks. It has been altered and adjusted almost from release. The inital concept was for it to be a "Wall of Fire" type power. However the common playstyle of a tank makes this use near impossible. Instead it was used as a pBAoe power that could melt away the mobs around you.


Since then it has been neutered and tweaked to it's currentl state where it is useful only against mobs that do not run or if you/your team have a way to stop/slow the mobs. This is not ideal for a AT that spends it's team time trying to keep mobs as close to them as possible while keeping the attention off of your teammates.

There is also the argument that the damage potential that Fire/ set has was balanced around previous versions of Burn and that with the current state it no longer is balanced for the lack of defensive ability.

Solutions:

- Turn Burn into a Damage shield. It blocks nothing but every Melee hit causes damage to the attacker. This damage can be buffed and is Fire based so it gets the full effect of Fiery Embrace.

- Make it into a pBaoe with a DoT component. Scrap the fear and balance overall damage around what the current expected output of burn is.

- Turn it into something along the lines of Omega Maneuver. Target attack that draws the attention of the mobs before erupting in a blaze that induces choking animation.

- Add a +slow, increase the radius, and double the taunt magnitude. This will allow the mobs to run away yet stay focused on you.


 

Posted

Fiery Aura and Dark Armor: No self rezzes as tier 9s. Give them a real tier 9.

Nerf all tier9 powers to buff the rest of the set's powers.


Be well, people of CoH.

 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
Fiery Aura and Dark Armor: No self rezzes as tier 9s. Give them a real tier 9.

Nerf all tier9 powers to buff the rest of the set's powers.

Wait....Give my Fire/SS a god-mode power, then nerf it and buff the set? Why not just leave me with a rez and buff the set?


 

Posted

Not to go with the crowd, but my first thought upon seeing this was 'GRAVITY CONTROL!' I might only touch it on Doms, though... Controllers can bring enough mitigation from their secondaries to do some interesting things, and having two damaging powers is a lot more helpful for them. (I actually kind of like gravity as it is on controllers with some secondaries.) What I'd really like is for them to invent effects that are the opposite of knockback/repel for gravity, but that's kind of out there.

For individual powers, Serum on Mercenaries. It could probably be made useful without running into the cottage rule, but I'd just as soon turn it into something interesting, since I've never found much need to buff an individual pet's survivability if I'm using my secondary well.


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.