What powerset would you buff?
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. |
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.
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.
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.) |
If my Ill/FF troller was my only toon, of course I'd play her. And I'd find ways to be effective, because technically any good player can add something to a team. But because I do have other buff/debuff toons, I never play her. ALL of the other toons offer better alternatives.
Ice Control: I would change flash freeze to a stun, the numbers already are similar to flash fire, and it would fix the delay issue. Glacier also needs to be usable in the air. Add massive -fly for enemies hit so they fall, since being frozen in a giant block of ice should drop them like a rock.
Devices: Stealth strike while cloak, even just a 5% chance for 20% extra damage would be a good buff. Targeting drone should give some +damage, about 15-20%. Get rid of time bomb. There is already one damage bomb power we don't need two. Maybe make it a sticky bomb, you throw it at an enemy and it blows up in 5 seconds. I even see the damage dropping just to lose the long cast time.
Traps: The same get rid of time bomb. Make it a bomb field, you toss out several miniature bombs over a 15ft area. The bombs randomly go off over 10-15 seconds causing damage, knock up, a chance to confuse, and a chance to stun.
Mercs: Increase the radius of soldier cones, increase medics range and make his support powers aoe. Spec ops need alot of work. Their controls recharge times reduced, as well as adding some aoe damage, stealth strike would be nice, but for me instead of damage I would rather it be acc/damage debuffs.
Dirges
Doesn't that (or something like it) still specifically work with AR when paired with DEV? (or was that targeting drone? Some power from /dev.)
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Right. Market purchased IOs should work just fine for anyone.
MA Arcs: Yarmouth 1509 and 58812
My point is that other sets...just about ALL other sets...can provide more than just survivability. Of course defense isn't useless, but when you have defense with +dmg, +rec, -res, etc. vs defense with nothing else, the decision is pretty simple.
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Caging, at least, has started to see some (limited) use from what I've been picking up (Recluse's towers, Rommy's puffy friends) so it's one power that's not *always* an auto-skip. Very situational though.
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.
Except it's not defense with "nothing else." Not that what it *does* bring (a small degree of crowd control) isn't eclipsed to where it could use a buff, I'll agree there, but it does bring a *few* other tricks (repel, KB, knockdown/stun, cage.)
Caging, at least, has started to see some (limited) use from what I've been picking up (Recluse's towers, Rommy's puffy friends) so it's one power that's not *always* an auto-skip. Very situational though. |
Compared to cold, that really gives more trick then defense you see how one trick FF really looks.
Dirges
Electrical Blast. No other set in the game is overshadowed by it's stablemates like Electric blast.
Tesla Cage is way out of whack compared to the other holds available to blasters, by duration vs endo cost vs recharge time vs animation time vs dmg(pick two of any and compare to freeze ray, bitter freeze ray, or abyssal gaze)
VS stinks. Needs a new avatar. needs more powers available to it, like the current form of tesla cage, lightning field, maybe short circuit or shocking grasp.
Electric blast supposedly gets the endo drain meta game as a substitute for a tier 3 blast. but it cant drain on it's own. And Short circuits never ending animation required in melee is just asking to get your face pounded in if you have to use it twice to drain a mob.
Unfortunatly Arcanaville has Positron talked into changing energy blast first. Oh well at least energy melee was also on the list.
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3.5 servers of alts....I need help.
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Arc #'s
107020 Uberbots!
93496 A Pawn in Time
The problem is FF secondary effects all come with limits. The repel keeps you from using all your defense powers on melees
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1. Bubble people.
2. Push enemies into corner/ditch/room/whatever's handy, generally grouping more together.
3. Use your controls/blasts/minions to beat them up while they're there. The melee can do the same thing.
Yes, they're out of range of dispersion bubble *if* you're just using that to hold (say) a doorway without a corner behind it, but if you're using terrain you can cover them, as well. Besides, most melee are going to have something else to go with the bubbles (their own def, regen, resist, etc.) while most squishies are going to be able to stay back to some extent.
If you have to get closer, Repulsion Field can work. It is trickier to use, though (and I think more stuff resists KB than resists Repel. It is, however, better to use with most AOE Immobs, as Force Bubble will still push immob'd enemies around in most cases, where almost all control sets will resist the KB. Of course, if they're immob'd, they're not going anywhere *anyway* so it's somewhat moot!)
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.
So you are saying that having the right terrain is needed to get the most out of force bubble? Well you see that is a limit, and sorry not every map and every encounter will be the ideal use of your strategy.
Dirges
... er... no, it doesn't. I'm assuming you're looking at Force Bubble.
1. Bubble people. 2. Push enemies into corner/ditch/room/whatever's handy, generally grouping more together. 3. Use your controls/blasts/minions to beat them up while they're there. The melee can do the same thing. Yes, they're out of range of dispersion bubble *if* you're just using that to hold (say) a doorway without a corner behind it, but if you're using terrain you can cover them, as well. Besides, most melee are going to have something else to go with the bubbles (their own def, regen, resist, etc.) while most squishies are going to be able to stay back to some extent. If you have to get closer, Repulsion Field can work. It is trickier to use, though (and I think more stuff resists KB than resists Repel. It is, however, better to use with most AOE Immobs, as Force Bubble will still push immob'd enemies around in most cases, where almost all control sets will resist the KB. Of course, if they're immob'd, they're not going anywhere *anyway* so it's somewhat moot!) |
Besides defense, the secondary tools that Forcefield brings to the game are almost entirely things that a large portion of the playerbase hates.
And no, everyone doesn't have access to IOs. Free and lower tier Premium do not. |
Ignoring that fact isn't something I plan to do.
Be well, people of CoH.
Well, after looking at some of the changes that were made to regen, I came up with my own proposed changes.
I know alot of people think that IH should stay as a click. So how about repealing some of the other changes that heppened to it.
Increase the amount of Regeneration Buff that can be enhanced in Integration.
Slightly increase the non-enhanceable health regeneration buff of Regeneration/Integration.
Integration has 2 portions of regeneration, an enhancable, and an unenhancable portion.
Let's get rid of the unenhancable part.
Maybe this would allow it to actually live up to it's name without being OP.
Of course, I can always dream of the day where IH is either returned to a toggle (at a slightly reduced regen rate) or it's recharge is reduced slightly.
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?
Actually, the reason I want Force Field bumped up the list is that in my mind Force Field is THE signature superhero buff/debuff set. You could have a game called "City of Heroes" where you bumped off any of the other buff/debuff sets, but drop Force Field and a major theme is missing, similar to how dropping Invulnerability or Super Strength or would be. For Force Field to be such a backburner set just feels wrong to me.
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?
So, IO's you've crafted, slotted, and are using in your toon...magically stop working?
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Are you certain of this behavior? |
Or is it simply that you can no longer activate the crafting benches? |
Electrical Blast. No other set in the game is overshadowed by it's stablemates like Electric blast.
Tesla Cage is way out of whack compared to the other holds available to blasters, by duration vs endo cost vs recharge time vs animation time vs dmg(pick two of any and compare to freeze ray, bitter freeze ray, or abyssal gaze) VS stinks. Needs a new avatar. needs more powers available to it, like the current form of tesla cage, lightning field, maybe short circuit or shocking grasp. Electric blast supposedly gets the endo drain meta game as a substitute for a tier 3 blast. but it cant drain on it's own. And Short circuits never ending animation required in melee is just asking to get your face pounded in if you have to use it twice to drain a mob. Unfortunatly Arcanaville has Positron talked into changing energy blast first. Oh well at least energy melee was also on the list. |
2. Electric Blast is overshadowed by Energy Blast?
3. The technical redress for endurance drain effects has been on the table for quite some time since I first suggested it: add -EndDiscount to endurance drain powers. This will cause the critter's own attacks to drain out their endurance faster, *and* eliminate the ability to use higher endurance (and presumably more powerful) attacks while the critter is drained and can only use a single tick of recovered endurance at a time.
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
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I agree. It's like this game has turned into City of Defense. If you want to play something, the recommendation is to build for Def. well that's all fine well and good, but what about the def sets that already hit the soft cap? They get crap for I/O usage really.
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The thing is: this basic arms race of defense buffs and critter counters has actually been problem #1 for defense sets since literally the beginning. Its one of the first things I mentioned in my very first Acc vs Def threads and discussions going all the way back to 2004. Before iTrials, before inventions, this problem was the root issue behind critters getting tohit buffs swapped for accuracy bonuses back in I7. It was the cause of PvE archvillains originally having base 90% tohit, and turrets originally having base 105% tohit. Super Reflexes launched with the ability to get to about 30ish defense. 105 tohit, 30 def. Now its 64% tohit vs 45% defense. Progress.
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
Did anyone say 'brawl?' If not, then let it be me who speaks up:
Brawl.
August 31, 2012. A Day that will Live in Infamy. Or Information. Possibly Influence. Well, Inf, anyway. Thank you, Paragon Studios, for what you did, and the enjoyment and camaraderie you brought.
This is houtex, aka Mike, signing off the forums. G'night all. - 10/26/2012
Well... perhaps I was premature about that whole 'signing off' thing... - 11-9-2012
The top 3 for me would be:
Ice Control
TA
Poison
All of the blast and melee damage sets are fairly homogeneous, and melee has received an overwhelming majority of the developer's attention over the course of this game. It's great that Gravity is FINALLY receiving some fixes 22 issues later (ignoring the addition of Singularity).
Assault Rifle - Slight modifications to the final 3 power choices
Dual Pistols - Alter the values of the debuffs/bonus damage in the different ammos and make it so that changing ammos adds the effects to, rather than replaces the effects of the Lethal Ammo.
Electric Blast - Alter Tesla Cage in to a typical, 1.96 third tier blast power. Increase the duration of Voltaic Sentinel.
Psychic Blast - The damage values are appropriate for their endurance costs and recharge times, except for Will Domination, despite people claiming the set was gutted. Will Domination either needs a damage boost, a recharge reduction, or to be made in to some kind of AoE.
Devices - Change Time Bomb in to Remote Bomb. Picking Remote Bomb as a power grants you two powers: Remote Bomb and Detonation. Activating Remote Bomb will plant a bomb at your location. Detonation will be an PBAoE Click that grants a "Self Destruct" auto power to any bomb owned by you within a certain number of feet, which (if I understand the game engine) should cause it to immediately explode as long as the bomb is within range of the Detonation AoE. Its simple, not that hard to make work (again, if I correctly understand the game engine), offers more control, is more appealing, more thematic, and the mechanics can be easily explained as "you can set off your bomb but the detonator only has a range of yaddayadda feet" to explain the AoE size of Detonation.
Gravity Control - Even with the changes on beta, it just feels like it's missing an AoE Control.
Ice Control - Add some sort of debuff or control to Shiver. Also, Ice Slick should do something more for those times where you use Frostbite, whether with an added effect at all times, or by adding a tag to Frostbite, so when enemies have that tag, Ice Slick causes a different or additional effect to them. Flash Freeze should also lose it's tiny damage tic and the recharge should be brought down to a more reasonable timer like other AoE Sleeps. Also, remove that fear from Arctic Air.
Force Field - Add some debuffs to the knockback/repel powers to make them more appealing.
Sonic Resonance - Add some debuff resistance to the shields and some enhanceable effects to the two -Resistance powers, especially Disruption Field to make it worth it's endurance cost.
Traps - Same suggestion as Devices.
Trick Arrows - Don't even get me started!
Energy Melee - Add some kind of new mechanic to the set to make playing it more appealing (especially something that benefits the lengthy final two power choices and the single AoE).
Mercenaries - I'm not sure what to do, but just looking at the set, I understand why I've only ever seen a single Merc MM ever.
Poison - Again, it needs something but I've never sat down to think about what that something could be before.
Arachnos Soldier - Specifically, the Bane Spider path... Add another version of Combat Training: Defensive to Bane Spider Training that adds Melee Defense instead, but taking it blocks choosing the +Ranged Defense version found in Training and Gadgets.
I agree with a lot of the people saying EM. What I disagree with is adding another new mechanic. Just repeal the nerf that was applied, add in some AoE goodness, I.E. buff whirling hands and add splash damage ala thunderstrike.
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?
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.