5 quick power QoL suggestions
3) Remove the repel effect from Mind Control/ power Telekinesis.
- Reason: The repel effect is far more detrimental than helpful, unless it's a rogue covertly trying to sabotage a team's chance of success. |
ARE YOU INSANE?!?!
That is one of the best effects the power has! Collecting every mob you can see into a corner or wall and let the team rip them apart. If you're suggesting something like this, you must be doing it wrong.
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1) Change /Empathy's Clear Mind into a PBAoE, Clarion style. Duration and recharge adjusted as need be.
- Reason: Keeping a whole team Clear Minded raises the caster's blood pressure beyond acceptable health standards. |
No. Seriously, no. As someone running an Empath on freaking ITrials, if people are honestly finding that too 'strenous'...they should have picked a different freaking set or AT.
I don't want to be draining myself for silly ammounts of end. I don't want to have to herd team mates just so they can get their mez shield which makes my life easier as well as theirs. This way, I can pick those who need it NOW, like the squishies, and cast exactly as many times as I need.
This is as bad an idea as the one where MM pets get AoE buffed (insane end cost, doesn't scale for when you only need to buff the two that died mid fight, idiot idea...)
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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2) Swap Electric Assault/ power Tesla Cage with Shocking Bolt, located in the Epic Power Pools. Make Shocking Bolt's numbers identical to Ice Assault/ power Bitter Freeze Ray. - Reason: With the release of Electric Control/ Tesla Cage is now a Controller/Dominator power and has no reason to be in an Assault set. It's preposterous! Also, Electric Assault/ could use a single target damage boost. |
Actually that entire suggestion makes far more sense if you consider elec blast instead of elec assault. I'm thinking typo. That said, assuming the above is true it'd be fine with me. Having a third single target attack in elec blast would make it a far better set overall. Hell, screw giving it the same numbers as bitter freeze ray. Make it a proper tier 3 blast with mez attached, like Cosmic Burst in rad blast.
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I don't know about the others (well, except no. 1) but as someone whose main hero is a Mind/Emp Controller I have to ask:
ARE YOU INSANE?!?! That is one of the best effects the power has! Collecting every mob you can see into a corner or wall and let the team rip them apart. If you're suggesting something like this, you must be doing it wrong. |
lolLrn2Buff
No. Seriously, no. As someone running an Empath on freaking ITrials, if people are honestly finding that too 'strenous'...they should have picked a different freaking set or AT. I don't want to be draining myself for silly ammounts of end. I don't want to have to herd team mates just so they can get their mez shield which makes my life easier as well as theirs. This way, I can pick those who need it NOW, like the squishies, and cast exactly as many times as I need. This is as bad an idea as the one where MM pets get AoE buffed (insane end cost, doesn't scale for when you only need to buff the two that died mid fight, idiot idea...) |
....you must be looking at a different Elec Assault set than the one ingame, it doesn't have Tesla Cage last I checked. Elec Blast does, but Assault doesn't. And everything that gets Elec Blast gets Shocking Bolt already in their epic pool.
Actually that entire suggestion makes far more sense if you consider elec blast instead of elec assault. I'm thinking typo. That said, assuming the above is true it'd be fine with me. Having a third single target attack in elec blast would make it a far better set overall. Hell, screw giving it the same numbers as bitter freeze ray. Make it a proper tier 3 blast with mez attached, like Cosmic Burst in rad blast. |
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GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Techbot pretty much covered it, but I'll also point out that Clear Mind is not meant to be an active buff, but a reactive buff.
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1) Change /Empathy's Clear Mind into a PBAoE, Clarion style. Duration and recharge adjusted as need be.
- Reason: Keeping a whole team Clear Minded raises the caster's blood pressure beyond acceptable health standards. |
2) Swap Electric Assault/ power Tesla Cage with Shocking Bolt, located in the Epic Power Pools. Make Shocking Bolt's numbers identical to Ice Assault/ power Bitter Freeze Ray. - Reason: With the release of Electric Control/ Tesla Cage is now a Controller/Dominator power and has no reason to be in an Assault set. It's preposterous! Also, Electric Assault/ could use a single target damage boost. |
3) Remove the repel effect from Mind Control/ power Telekinesis. - Reason: The repel effect is far more detrimental than helpful, unless it's a rogue covertly trying to sabotage a team's chance of success. |
4) Add 10000% knockback resistance to Gravity Control/ power Crushing Field. - Reason: It would help mitigate the effects of Wormhole's knockback effect for those players who don't like radial knockback powers, imo, just about everyone. |
5) Change Gravity Control/ power Propel's animation into a coin-toss propel, Railgun style. - Reason: You know you want to |
What everyone else said. NO changes.
How about we turn one of those suggestions into...
Turn Instant Healing into a Toggle instead of a clickie?
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Assuming you're right and the OP meant Electric Blast instead of Electric Assault, absolutely /unsigned. I like having 3 holds on my Elec^3 Blaster and being able to trivially hold EBs while I pound the snot out of them.
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I never said anything about taking away the hold, just replacing its name and animation with shocking bolt (a hold in the epics), then giving it the bitter freeze ray (also a hold in Ice Blast)numbers. Why? Because Tesla Cage feels too controlish, and I like my blast attacks to feel blastery. I want to hit them with lightning, not set energy bubbles around my opponents! Also, Electric Blast (again, I'm an idiot) could use the single target damage buff.
So in short, you'd still get 3 holds, only your Electric Blast hold would now be called Shocking Bolt and have Bitter Freeze Ray Numbers, while Tesla Cage would be moved to the epics. On a blaster:
Tesla Cage (electric blast)
- 9.34 dmg
- 6.86 end
- 10 sec rech
- 8 sec hold
- 2.17 cast
- 60 ft range
Bitter Freeze Ray (ice blast)
- 84.5 dmg
- 15.18 end
- 20 sec rech
- 18 sec hold
- 2.5 cast
- 80 ft range
No. It's nice being able to use Crushing Field without screwing up someone else's Earthquake/Ice Slick/Foot Stomp/etc.
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No. The whole team doesn't need to be CM'd, and I don't want to waste the END.
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I didn't mean messing with the numbers, just making it look like this http://www.youtube.com/watch?v=K9Br8...eature=related
Actually, while I'm not sure, from looking at the description of Stone Cages, the AoE immob in Earth/, which offer 10000% knockBACK, knockUP AND knockDOWN resistance, I'm led to believe that by just adding knockBACK resistance to Crushing Field the powers you suggested would still work, as would Lift. Other powers, like Propel, Wormhole or Explosive Blast however would have their knockBACK effects negated, however, which is kinda the point when you cast an AoE Immobilize power, ie, root foes to a spot.
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Thing is that knockDOWN is KnockBACK. It's just knockback of magnitude 0.75 or lower. Knockdown resistance/protection would interfere with all 3 of the powers he mentioned.
Really it doesn't make all that much sense for any of the immobilizes besides plant to prevent knockback.
Fire cages is just fire, there's no physical force holding you in place, it's just a thematic "I can't move without walking through the fire" thing. If I ran up and shoved you, you would fall. (Electric Control's immobilize works this same way, you're thematically immobile because you don't want to get shocked trying to go through the arcing rings around you. Electric's Immobilizes DON'T however prevent KB/KU, which makes far more sense than that Fire Cages do.)
Stone Cages and Frostbite both form little rings of (stone/ice) spikes around you, but there's nothing in the actual graphics to indicate the mobs couldn't simply climb out of them, or get lifted up/pushed between the spikes.
Plant is the only one that really seems like it would work, cause your legs are tangled in the briars.
Energy Melee + Energy Manipulation's 'Stun':
Give it the Clobber/Cobra Strike treatment, to up the damage it does.
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Regeneration:
A WP character can out-regen a Regen with a certain number of enemies in proximity. Regens have to use a 600 second recharge click power to get ahead, that lasts for only 90 seconds. It also has very little mitigation other than heaiing.
Give Reconstruction the 40 second recharge of Fire's Healing Flames, than it's current 60 second one.
Give Resilience Res to All and +Max HP.
Bring IH's recharge time down to... 450 seconds? 400?
Give Quick Recovery a small +Recharge bonus (a la SR's Quickness and EA's Lightning Reflexes) to distinguish it from WP's Quick Recovery.
Maybe tweak Fast Healing a little, to give a chance for healing as well as the regen component.
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Traps/Devices 'Time Bomb'
What about giving it the SoA's 'Omega Manoeuvre' treatment, where it is placed to attract enemies to it as it counts down, before exploding.
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Thing is that knockDOWN is KnockBACK. It's just knockback of magnitude 0.75 or lower. Knockdown resistance/protection would interfere with all 3 of the powers he mentioned.
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Really it doesn't make all that much sense for any of the immobilizes besides plant to prevent knockback. Fire cages is just fire, there's no physical force holding you in place, it's just a thematic "I can't move without walking through the fire" thing. If I ran up and shoved you, you would fall. (Electric Control's immobilize works this same way, you're thematically immobile because you don't want to get shocked trying to go through the arcing rings around you. Electric's Immobilizes DON'T however prevent KB/KU, which makes far more sense than that Fire Cages do.) Stone Cages and Frostbite both form little rings of (stone/ice) spikes around you, but there's nothing in the actual graphics to indicate the mobs couldn't simply climb out of them, or get lifted up/pushed between the spikes.. Plant is the only one that really seems like it would work, cause your legs are tangled in the briars. |
Wormhole. Plus, according to your logic, Crushing Field would one of the few powers where the anti-knockback would make sense, as affected mobs are actually stuck to the ground by the application of one of the strongest forces in modern physics.
I guess it won't work then. It's a shame that knockdown powers aren't coded as mag 0.75 knockup instead, because the game engine does appear to make a distinction between knockup and knockback. It'd be much easier to be able to prevent unwelcome mob dispersion in teams by simply applying an AoE immobilize power.
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Energy Melee + Energy Manipulation's 'Stun':
Give it the Clobber/Cobra Strike treatment, to up the damage it does. - Regeneration: A WP character can out-regen a Regen with a certain number of enemies in proximity. Regens have to use a 600 second recharge click power to get ahead, that lasts for only 90 seconds. It also has very little mitigation other than heaiing. Give Reconstruction the 40 second recharge of Fire's Healing Flames, than it's current 60 second one. Give Resilience Res to All and +Max HP. Bring IH's recharge time down to... 450 seconds? 400? Give Quick Recovery a small +Recharge bonus (a la SR's Quickness and EA's Lightning Reflexes) to distinguish it from WP's Quick Recovery. Maybe tweak Fast Healing a little, to give a chance for healing as well as the regen component. - Traps/Devices 'Time Bomb' What about giving it the SoA's 'Omega Manoeuvre' treatment, where it is placed to attract enemies to it as it counts down, before exploding. - |
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Z, my brain called. It wants you to remove your [Hivemind] cluster. It just needs the space. Because the ideas are all /signed
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With 3 Heal, 3 Recharge in IH: 1488% Regen, but only for 90 seconds, with a recharge of 650 seconds brought down to 333.45 seconds (245.35 seconds with Hasten)
Willpower, same slotting, with 3 Heal SO's in Rise to the Challenge:
0 Enemies: 253% 1 : 497% 2: 546% 3: 594% 4: 643% 5: 692% 6: 741% 7: 789% 8: 838% 9: 887% 10: 936%
Meanwhile, Willpower gets Auto Res +all and HP, S/L/Psi Res, Psi Def, Foe -To Hit, +Per and S/L/F/C/En/Neg Def, a rez every 300s that also buffs recovery, damage, to hit and recharge (but a 45 second damage/to hit debuff after 90 seconds), and a Res/Rec/Mez t9.
Regen is to Willpower what Super Reflexes is to Shield Defence, sadly.
Regen does, however, get Dull Pain and the other click heal. Which do seem to work rather well. I've always found that, anyway.
However, yes. It doesn't stop the fact that Instant Healing, as a clicky, really is not as good as it should be. And MoG might as well just not exist in it's current form.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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It's like there's a shadowy covenant making sure that Defender sets are grindy and stressful... Me, I find short recharging powers like Clear Mind, Speed Boost, the bubbles in FF, the shields in thermal and cold, etc, a real pain to apply, and would much rather just make them a teamwide AoE with maybe 100ft range that didn't affect the caster... But whatever...
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As to your overall suggestions in the OP: /unsigned
I didn't mean messing with the numbers, just making it look like this http://www.youtube.com/watch?v=K9Br8...eature=related |
Thank you for the time...
for things like this I wish the devs would apply branching to more than just SOAs that way everyone has their cake and gets to eat it too.
It's like there's a shadowy covenant making sure that Defender sets are grindy and stressful... Me, I find short recharging powers like Clear Mind, Speed Boost, the bubbles in FF, the shields in thermal and cold, etc, a real pain to apply, and would much rather just make them a teamwide AoE with maybe 100ft range that didn't affect the caster... But whatever...
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1) Change /Empathy's Clear Mind into a PBAoE, Clarion style. Duration and recharge adjusted as need be.
- Reason: Keeping a whole team Clear Minded raises the caster's blood pressure beyond acceptable health standards. |
Furthermore, why do you need to keep the entire team Clear Minded at all times? If the team is at all decent, a lot of that mez should be getting mitigated just by the existence of other people. Tanks can direct the mez to them, so can some scrappers and most brutes. Controllers can mez the mezzer first, some defenders can debuff them to the point they are helpless, blasters can kill them (and can STILL kill them even while mezzed).
My point being is: If your Clear Mind is the ONLY means of mez mitigation on the team, well, your team is doing something very wrong.
If it were turned into a PBAoE, you would have to make people gather, it's recharge woud be increased accordingly, and so would its endurance consumption. It would also force you to jump all over the place trying to remove mez from people not standing right next to you. As it currently is, you can unmez a teammate who is 60 feet away from you without moving at all.
Your suggestion would probably quickly make Clear Mind a frequently skipped power in Empathy if it is implemented.
2) Swap Electric Assault/ power Tesla Cage with Shocking Bolt, located in the Epic Power Pools. Make Shocking Bolt's numbers identical to Ice Assault/ power Bitter Freeze Ray. - Reason: With the release of Electric Control/ Tesla Cage is now a Controller/Dominator power and has no reason to be in an Assault set. It's preposterous! Also, Electric Assault/ could use a single target damage boost. |
And about the no reason to be in a Blaster set? You're right. Lets take away all the melee attacks from Energy, Electric, Fire, Ice and Mental. Since those powers are in sets that other ATs have, there is no reason for them to be in those sets.
Tanks, scrappers, and brutes have Fire Sword Circle, so blasters don't need it too. Melee ATs have Charged Brawl and Havoc Punch as well, why do blasters need it? Oh, and Don't forget about Ring of Fire, Chilblain, and Electric Fence. Controllers have those powers, so blasters shouldn't.
Do you see how dumb it is to say that one AT shouldn't have something because another does when you start extending it to other powers that other ATs have? If you remove powers from blasters because other ATs have them, well, you are going to eliminate their ENTIRE SECONDARIES.
Saying that Blasters shouldn't have Tesla Cage because Controllers and Dominators have it is just asinine. Besides, if you want to be fair about it, Controllers and Dominators shouldn't have it. They've had it for 6 months, while Blasters have had it for SEVEN YEARS.
3) Remove the repel effect from Mind Control/ power Telekinesis. - Reason: The repel effect is far more detrimental than helpful, unless it's a rogue covertly trying to sabotage a team's chance of success. |
4) Add 10000% knockback resistance to Gravity Control/ power Crushing Field. - Reason: It would help mitigate the effects of Wormhole's knockback effect for those players who don't like radial knockback powers, imo, just about everyone. |
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Are YOU going to be the one to tell those tanks on the STF that the only thing that can keep them from being held and killed (while completely helpless) by Ghost Widow is being taken away? Do you know how many breakfrees it takes to break that hold? Me neither, I've never been able to carry enough of them to actually do it.
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Furthermore, why do you need to keep the entire team Clear Minded at all times? If the team is at all decent, a lot of that mez should be getting mitigated just by the existence of other people. Tanks can direct the mez to them, so can some scrappers and most brutes. Controllers can mez the mezzer first, some defenders can debuff them to the point they are helpless, blasters can kill them (and can STILL kill them even while mezzed). |
I've never needed an empath to stack clear mind on a tanker in a STF.
My point being is: If your Clear Mind is the ONLY means of mez mitigation on the team, well, your team is doing something very wrong. |
Your suggestion would probably quickly make Clear Mind a frequently skipped power in Empathy if it is implemented. [/quote]
Not at all. If it was a PBAOE, the user would find themselves with Mez Protection!
I know others dont do it, but when I'm on my RAD, I never say "GATHER" I jump into the biggest group of players and just hit AM.
BrandX Future Staff Fighter
The BrandX Collection
1) Change /Empathy's Clear Mind into a PBAoE, Clarion style. Duration and recharge adjusted as need be.
- Reason: Keeping a whole team Clear Minded raises the caster's blood pressure beyond acceptable health standards.
2) Swap Electric Blast/ power Tesla Cage with Shocking Bolt, located in the Epic Power Pools. Make Shocking Bolt's numbers identical to Ice Blast/ power Bitter Freeze Ray (also a hold, but with better damage). Move Tesla Cage to the epics if applied.
- Reason: With the release of Electric Control/ Tesla Cage is now a Controller/Dominator power and has no reason to be in an Assault set. It's preposterous! Also, Electric Blast/ could use a single target damage boost.
3) Remove the repel effect from Mind Control/ power Telekinesis.
- Reason: The repel effect is far more detrimental than helpful, unless it's a rogue covertly trying to sabotage a team's chance of success.
4) Add 10000% knockback resistance to Gravity Control/ power Crushing Field.
- Reason: It would help mitigate the effects of Wormhole's knockback effect for those players who don't like radial knockback powers, imo, just about everyone.
5) Change Gravity Control/ power Propel's animation into a coin-toss propel, Railgun style.
- Reason: You know you want to http://www.youtube.com/watch?v=K9Br8...eature=related
Edit: Ok, since ppl are (still) picking on the fact that I put tesla cage in the wrong set, I've editted it to maintain the spirit of my initial suggestion. Repeat: I initially made the mistake of saying tesla cage was in the electric assault set, when I meant electric blast. Sorry. Also added the video to Railgun animation suggestion.