What powerset would you buff?


Aett_Thorn

 

Posted

No specifics, but the sets I feel could use adjustments (minor or major) are:

Gravity Control (Still)
Ice Control
Martial Arts (Particularly the Stalker version)
Claws (Stalker Version)
Dual Blades (Particularly the Stalker combo settup)
Forcefield
Sonic Resonance
Trick Arrow
Psychic Blast (Blaster version)
Electric Blast
Assault Rifle
Dual Pistols
Electric Assault
Earth Assault (Primarily Stone Spears/Hurl Boulder)
Peacebringers (Still)
Devices


There are also individual powers I would buff, though I don't think the sets they're in necessarily need buffed as a whole.


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Posted

Energy Melee
Poison
Sonic Resonance
Necro/Ninja/Merc


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Posted

I wouldn't mess with any sets.

I would buff Blasters base damage up a notch or two though.


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Posted

Quote:
Originally Posted by Gobbledygook View Post
With some of the other threads posted recently, it got me to thinking. What powerset would you buff? Any powerset you want, any AT, how would you fix it?

For me, there are two.

Energy melee.
You're right, life is so hard for brutes and tanks.


 

Posted

Devices: Time Bomb
Needs to be changed to a Toggle. Toggle ON to place the Bomb. Toggle OFF to detonate the Bomb. Sounds simple to use? You know, UNLIKE the way Time Bomb is now?


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

 

Posted

Quote:
Originally Posted by Talen Lee View Post
You're right, life is so hard for brutes and tanks.
Not talking about buffing AT's, talking about individual powersets.


Willpower has more passive regen than Regen does. Who thought that was a good idea?

Can we get a fix for Energy Melee instead of more new sets?

 

Posted

Time Manipulation: Increased -Regen in Time Crawl and Time Stop to -250% Each.

Dual Pistols:

Slight increase in damage but treat the end costs and recharge rates as reduced (basically like claws).

Change up Swap Ammo! Fire rounds would do more damage. Lethal Rounds would all do -Defense in addition to the KD/KB it does. Cryo Rounds would give a chance to small chance to hold with every blast and the effects stack in addition to it's slows/-rch. Toxic Rounds would do -Regen in addition to -DMG that stacks.

Pistols would now be effected by Ammo type.

PR would do -30% Resist with Lethal Rounds with -15% Resist in it's Elemental Ammo states.

Elemental to Lethal Damage would be 50/50 instead of the current 30/70.


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Posted

Quote:
Originally Posted by Auroxis View Post
I would buff SR with the following:

- Make Practiced Brawler a passive with some extra minor +Regen and +Recovery(think Physical Perfection with mez protection).

- Increase Quickness' recharge buff slightly.

- Add a small chance to do Fiery Embrace's damage(which all attacks have but only FE currently activates) to Lucky.

- Add a recharge buff and a minor period of Untouchable upon activation to Elude.
I don't aggree with first two changes;

1) Making practice brawler a pasive with on top of +regen and +recory is overkill no other power is that powerful. Maybe making it toggle as its now works better.

2) Nothing in the game gives %20 recharge bonus not even purples so increasing it further is unnecessary

Giving +regen to SR is concept-wise a bad move it doesn't fit with powers concept at all and its something needs to be considered. +Recovery is also same with +regen but would be a little more plausible.

IMO SR needs a change according to its concept like maybe having reducing %5 auto-hit chance (if its possible ofcourse) by a fraction (not much to not make it broken maybe %1 or %2 tops) or providing something totally different like when an attack hits doing less damage (or something else) according to applied defense value against to-hit value so increasing defenses over soft-cap value would benefit for SR which is only set that can go over boards with ease (it would also give a reason to get elude and use it in a tight spot or in an AV fight)

Your third option makes sense but i think it will be better for each toggle (or passive) gives an unehanced to hit buff to all powers (or just primary powers) after all hitting more precisely depends on reflexes too as well as training. Ofcourse it can be a small aditional damage based on melee power set selected too.

I can't say much about fourth option as long as soft cap remains under %70 I don't see much point to use elude in current setting my suggestion above may make a different but even it will be minimal for elude.


 

Posted

Quote:
Originally Posted by Darth_Khasei View Post
In the KB vs KD debate, there is none, choose another powerset if you want KD and not KB. The sets that have KB have it there for a reason, a reason that plenty use to their advantage. Powersets that have KB just may not be for you period end of discussion.
Perhaps you were just talking about peacebringers, but as it's unspecified I'm going to use the excuse to jump on my soapbox once more.

With Kinetic Melee and Quick Strike, I strongly suspect that reason was "we didn't consider the level shift / threw a random value that we thought would be KD against appropriate level foes", and I don't know how could anyone manage to use a 25% chance to KB one -1 foe to their advantage.


 

Posted

Quote:
Originally Posted by Kangstor View Post
I don't aggree with first two changes;

1) Making practice brawler a pasive with on top of +regen and +recory is overkill no other power is that powerful. Maybe making it toggle as its now works better.
Let's agree to disagree.

Quote:
2) Nothing in the game gives %20 recharge bonus not even purples so increasing it further is unnecessary
Lightning Reflexes from Elec Armor gives 20%, and so does the stalker version of EA's entropic aura. Normal version of entropic aura can give up to +40% recharge. And those are just defensive sets. The buff/debuff sets(kinetics, rad, and time) have self buffs that range from +20% recharge to +50%.

There's also the recharge boost you can easily get from an SG base, which gives +20% recharge for one hour.

Quote:
Giving +regen to SR is concept-wise a bad move it doesn't fit with powers concept at all and its something needs to be considered. +Recovery is also same with +regen but would be a little more plausible.
You can't utilize super reflexes without physical fitness, which is why I think some minor recovery and regen fits.

Quote:
IMO SR needs a change according to its concept like maybe having reducing %5 auto-hit chance (if its possible ofcourse) by a fraction (not much to not make it broken maybe %1 or %2 tops) or providing something totally different like when an attack hits doing less damage (or something else) according to applied defense value against to-hit value so increasing defenses over soft-cap value would benefit for SR which is only set that can go over boards with ease (it would also give a reason to get elude and use it in a tight spot or in an AV fight)
This has been suggested before IIRC, but it's rather difficult to implement compared to some other options.

Quote:
Your third option makes sense but i think it will be better for each toggle (or passive) gives an unehanced to hit buff to all powers (or just primary powers) after all hitting more precisely depends on reflexes too as well as training. Ofcourse it can be a small aditional damage based on melee power set selected too.
Extra ToHit is quite useless nowadays(unless you're into lolpvp), but I wouldn't mind a small buff in a toggle. I don't think hitting more precisely depends on reflexes, but I won't go into an argument about that.

Quote:
I can't say much about fourth option as long as soft cap remains under %70 I don't see much point to use elude in current setting my suggestion above may make a different but even it will be minimal for elude.
I don't think the excessive defense is something you can avoid. However, making it an "oh s**t" button with a minor untouchable period, and a viable offensive boost with the extra recharge, gives it more functions which is what it lacks. That way if you pick Elude, you have the option of an offensive boost, an "oh s**t" button, and protection against very high ToHit enemies. This all still comes at the cost of the crash.


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Posted

Quote:
Originally Posted by Auroxis View Post
Let's agree to disagree.



Lightning Reflexes from Elec Armor gives 20%, and so does the stalker version of EA's entropic aura. Normal version of entropic aura can give up to +40% recharge. And those are just defensive sets. The buff/debuff sets(kinetics, rad, and time) have self buffs that range from +20% recharge to +50%.

There's also the recharge boost you can easily get from an SG base, which gives +20% recharge for one hour.



You can't utilize super reflexes without physical fitness, which is why I think some minor recovery and regen fits.



This has been suggested before IIRC, but it's rather difficult to implement compared to some other options.



Extra ToHit is quite useless nowadays(unless you're into lolpvp), but I wouldn't mind a small buff in a toggle. I don't think hitting more precisely depends on reflexes, but I won't go into an argument about that.



I don't think the excessive defense is something you can avoid. However, making it an "oh s**t" button with a minor untouchable period, and a viable offensive boost with the extra recharge, gives it more functions which is what it lacks. That way if you pick Elude, you have the option of an offensive boost, an "oh s**t" button, and protection against very high ToHit enemies. This all still comes at the cost of the crash.
I'd say a recharge buff and a damage buff.


Willpower has more passive regen than Regen does. Who thought that was a good idea?

Can we get a fix for Energy Melee instead of more new sets?

 

Posted

This is pretty easy, and I've sure both sets have been mentioned already (I didn't read the whole thread).

Energy Melee - Just a joke of a set at this point. Could very well be the worst melee set in the game, due to the non-existent AoE damage combined with very bad ST damage.

Force Fields - Defense is the most easily attainable way of bolstering your survivability. Even blasters can self-cap their defenses these days. So a set that can add defense and absolutely nothing else is lacking. The easiest comparison is to Cold. Cold has practically the same defensive shields, but can also add an amazing amount of offense to a team. It's very well balanced. If the team already has good-enough survivability, the Cold still has a lot to contribute. Meanwhile the FF is 100% useless.


 

Posted

Super Reflexes. As a one trick pony (granted, a very good trick) it is surpassed in the end game by all the other melee mitigation sets.

This issue was brought into sharp focus with the implementation of IOs and the way that everyone can achieve near SR levels of defense on top of the mitigation their own sets provide.

I would want two changes:
Allow practiced brawler to act as a breakfree.
Allow the passives to also be slotted for dam-res so that the passive scaling dam-res could be enhanced.


Be well, people of CoH.

 

Posted

Hmmm.

The 'heavy weapon' sets, Broadsword and Battleaxe. They are saddled with Lethal Damage and weapon redraw, as well as long animations, and are frankly eclipsed by Mace, Katana, and most of the non-weapon melee sets.

Broadsword should get a set of unique animations, hopefully based upon Lichtenaur School maneuvers.

http://www.myarmoury.com/feature_arms_gls.html

In addition, add Bleeding damage to all the single target attacks in BS. The number of ticks can be adjusted as required for balance. Alternately, change Buildup to a Mordstreich power, that boosts damage similarly to Fiery Embrace, except with the more heavily resisted Lethal damage.

Battleaxe animations are actually quite good for that weapon, so leave those alone. Raise the number of targets for Pendulum to 10, and add Bleeding to the single target attacks, the number of ticks, again, adjusted as you like.


In more general terms, to make damage dealers more attractive versus buff/debuffers, raise the damage caps of damage classes by some amount, dependent upon the AT. For example, tanks/scrappers/stalkers 100 percent, blasters 150 percent, etc, etc.


 

Posted

Quote:
Originally Posted by Supermax View Post
Force Fields - Defense is the most easily attainable way of bolstering your survivability. Even blasters can self-cap their defenses these days. So a set that can add defense and absolutely nothing else is lacking.
While FF can use some looking at, I can't agree with this reasoning.

Yes, some people can soft-cap blasters, etc, etc. But not everyone can - or is even going to bother trying, since they'll have no interest in it (or no access to IOs.) For those people, FF adding Defense and then more Defense is a good thing (not to mention some degree of crowd control in Force Bubble, Repulsion Bomb, Repulsion Field, etc.)


Wanted: Origin centric story arcs.
If you've only played an AT once (one set combo) and "hate" it - don't give up. Roll a different combo. It may just be those sets not clicking for you.

 

Posted

Quote:
Originally Posted by Stormbird View Post
While FF can use some looking at, I can't agree with this reasoning.

Yes, some people can soft-cap blasters, etc, etc. But not everyone can - or is even going to bother trying, since they'll have no interest in it (or no access to IOs.) For those people, FF adding Defense and then more Defense is a good thing (not to mention some degree of crowd control in Force Bubble, Repulsion Bomb, Repulsion Field, etc.)
Everyone has access to IOs. Whether someone chooses to utilize them is irrelevant to the fact that they can.


Be well, people of CoH.

 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
Everyone has access to IOs. Whether someone chooses to utilize them is irrelevant to the fact that they can.
Except those lower tier freemies!


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The BrandX Collection

 

Posted

Quote:
Originally Posted by BrandX View Post
Except those lower tier freemies!
How much is a market license for a month?


 

Posted

Quote:
Originally Posted by mauk2 View Post
How much is a market license for a month?
Doesn't matter, the IO license is a monthly renewable one... without maintaining that they deactivate.


 

Posted

Beam Rifle
- Disintegrate should animate faster, and have a secondary effect (either spread, damage or debuff) if applied to a disintegrating target.
- Piercing Ray (Not sure if that's the name, its the T8 cone) should have a disintegration spread chance and a higher target cap (it's practically single target anyways).

Might amend this later.


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Quote:
Originally Posted by Shubbie View Post
Im very good at taking a problem and making it worse.

 

Posted

Quote:
Originally Posted by MikeRobe View Post
Doesn't matter, the IO license is a monthly renewable one... without maintaining that they deactivate.
So, IO's you've crafted, slotted, and are using in your toon...magically stop working?

Are you certain of this behavior?

Or is it simply that you can no longer activate the crafting benches?


 

Posted

Quote:
Originally Posted by mauk2 View Post
So, IO's you've crafted, slotted, and are using in your toon...magically stop working?

Are you certain of this behavior?
I've not tested this myself since I'm too high in the reward tiers, but that is reportedly how IOs work when you don't have IO access. They just don't do anything but sit in their slot taking up space.


MA Arcs: Yarmouth 1509 and 58812

 

Posted

Quote:
Originally Posted by DarkSideLeague View Post
Beam Rifle
- Disintegrate should animate faster, and have a secondary effect (either spread, damage or debuff) if applied to a disintegrating target.
- Piercing Ray (Not sure if that's the name, its the T8 cone) should have a disintegration spread chance and a higher target cap (it's practically single target anyways).

Might amend this later.
I have no idea if this is a good powerset or not. The only change I would make would be to change the sounds. I'm not sure which power it is, but it iss annoying as all hell.


Willpower has more passive regen than Regen does. Who thought that was a good idea?

Can we get a fix for Energy Melee instead of more new sets?

 

Posted

Yea, if anything in the game need a buff it's devices. Not to say that other things don't need improvement too, but yea ... devices.

Quote:
Originally Posted by Muon_Neutrino View Post
Devices: Add stealth strike damage buff to cloaking device. Extend snipe damage buff in targeting drone to all snipes. Turn time bomb into a toggle - toggle on to set, detoggle to detonate, automatically detoggles after 30s or so, not detoggled by mez - and decrease interrupt time. Decrease endurance cost and increase duration of gun drone.
Funny story. They apparently actually tested some form of stealth strike with cloaking devices ages and ages ago. The help text indicating CD would let attacks crit from hide slipped onto the test server and according to the devs (I want to say it was Castle) they wouldn't be going that route (I think because it was too good) but they'd be looking into Devices in other ways.


MA Arcs: Yarmouth 1509 and 58812

 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
Everyone has access to IOs. Whether someone chooses to utilize them is irrelevant to the fact that they can.
IOs are an optional part of the game. And I seem to recall hearing more than one vet saying they don't bother with them (even when people were doing things like complaining about trapdoor's mission, there were a fair number of "I soloed it with my XX on SOs" posts.)

And no, everyone doesn't have access to IOs. Free and lower tier Premium do not. Design decisions for powers in general should not be made around "They could have capped such-and-such from IOs" any more than they should assume everyone has mez defense, or a ton of HP, or a specific travel power.


Wanted: Origin centric story arcs.
If you've only played an AT once (one set combo) and "hate" it - don't give up. Roll a different combo. It may just be those sets not clicking for you.