What powerset would you buff?


Aett_Thorn

 

Posted

For a set I would buff? Empathy

1. 6 of 9 powers are worthless solo. 2 of the useful ones are up 1/3 of the time without billions spent on a build - and even then it's only a little over half the time.

2. on groups the powerset is good at low levels and weaker than buffs the higher you go. It also does not scale to larger teams. Fort and AB are the best powers in the set, but (for obvious reasons) didn't get the group buff treatment for incarnate content. That still leaves the 2 best powers only buffing 3-4 and 1 people out of 24 on a raid, making them distinctly less useful than something like cold that retains full effectiveness no matter how many people you have in the group.

3. half the powers are reactive in a set that provides nothing in the way of CC resist or even defense.

Solution:

Both RAs get duration doubled, but get the Destiny treatment of diminishing returns. Have it full strength for 60 seconds, half strength for 60 seconds and quarter strength for 60 seconds. In the grand scheme of things, it's only a 16% buff in damage healed/end recovered and that's stretched over an extra 90 seconds. But it can be made perm now. Solo play is more stable instead of the god/mook thing we have now, and the powers aren't completely eclipsed by the Destiny's.

HO, HA, and AP get the Blaster inherent treatment allowing the Emp to heal others even when held.

The rez is currently the worst rez since all of thme now give full health and this one gives nothing else. Make it so it targets self if you are dead. A self rez makes this another power usable solo without a huge power boost. Even better, make it buff live targets with a long duration, single use auto-rez, so you can buff targets likely to die and not have to break to do it during a fight. (that last one might be a bit much, but I really like it)

Give clear mind psi resist (and the area buff to go with it). It's the only break free I know without some added benefit, and psi makes sense given the name. Also would give the set a resist damage mule.

Fort gets duration and recharge doubled (or even tripled, putting it at around 4 minutes like other buffs). You can't keep it on more people than before, but less rebuffing. Not so much a buff to the power, but a QOL feature.


 

Posted

Electric Blast

ok this one has been mentioned a couple of times before but I felt like people missed a few points.

1. Animation times are too long
This goes for Short Circuit and Tesla Cage. Short Circuit is a PBAoE that requires the caster to spend a long time in melee range, which can be the most dangerous for any blaster. Additionally Short Circuit's damage does not compensate for the long animation time. Tesla Cage's animation just has no reason to take so long and be so ugly. If these two powers keep the same animation time the damage should be adjusted to reflect that.

2. A blaster is not a controller
It's nice to be able to drain a lot of mobs to zero endurance when I'm on a team with others. However a blaster's main focus should be damage and I don't feel that the lack of damage in the set should be because of the endurance drain present.

3. Tesla Cage as a tier 3
You've seen this before and I would like to explain myself a bit. The tier 1 and 2 recharges on elec blast are 4 seconds and 8 seconds respectively. Normally that's not a problem but in a blast set with already low damage attacks, and no tier 3 attack, it causes a problem. So if the recharge times remain the same on the tier 1 and 2, Tesla Cage should become the tier 3 blast much like Cosmic Burst from the Radiation Blast set.

4. Voltaic Sentinel
I've thought about if VS should have lightning bolt at it's disposal but that might make the pet a tad overpowered. Either way, this pet needs to last longer in combat.

5. Tesla Cage and Voltaic Sentinel
It's probably a bit too much and might break the set, but on a personal note I'd love to see TC as a tier 3 blast and be able to keep Voltaic Sentinel


 

Posted

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Originally Posted by houtex View Post
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Posted

All powers that drain the enemy's blue bar.

I'd make mobs actually need endurance to use their powers instead of being able to fire off their big guns on a "sliver tick". I have no problem with them being able to brawl me on a sliver tick, but if I have floored their endurance they aught not to be able to clobber me with something that should require at least 10-15% available.


 

Posted

Make (MM)pets benefit from +rech powers. (And thus, also be affected by -rech powers)


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Posted

I'd balance the Ancillary/Patron Pools. Most notably: Weapon Mastery for Scrappers/Stalkers (and actually, Stalker Ancillaries in general).

Exploding Shuriken costs the same amount as Ball Lightning, but does about 3/4 the damage over a smaller radius and less range, plus has no secondary effect. The hell?!


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Posted

There are four specific powers I want enhanced:

Mastermind.Mercenaries.Serum needs its duration at least doubled, preferably tripled, so that it actually lasts the full duration of an AV fight.

Mastermind.Ninjas.Train_Ninjas needs to also double the innate +def of Genins; once you get the third one, +7% def(all) doesn't even make up for the innate accuracy increase that enemies get for being higher level than they are.

And Peacebringer.Luminous_Aura.Incandescence and Warshade.Umbral_Aura.Absorption both need to grant at least +1 protection to Hold, Stun, and Sleep, preferably +2. Having even a single minion be able to suppress your shields is just too annoying for words when in human form.

I'm less sure of my numbers, but I also have a subjective feeling that the endurance costs on the toggles are way too high in Stone Armor and Shield Defense, and a subjective sense that defender secondaries should get a slight endurance discount.


 

Posted

Quote:
Originally Posted by Trickshooter View Post
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.
I agree Ice Control has some synergy problems within the set.

One thing that always comes up in mind when I watch the mobs "slip" up and down in Ice Slick is that "DOESN'T THEIR BUTTS HURT?". LOL I mean seriously!!! Falling down continuously hurts your back/hip/butt so much that you should be seeing "smashing" damage!


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Quote:
Originally Posted by InfamousBrad View Post
I'm less sure of my numbers, but I also have a subjective feeling that the endurance costs on the toggles are way too high in Stone Armor and Shield Defense, and a subjective sense that defender secondaries should get a slight endurance discount.
Stone armor in general needs less of crap...crap...crap...OMG!granite, and a lot of that would be helped by reduced cost.


 

Posted

Quote:
Originally Posted by Arcanaville View Post
1. When did I manage that trick?

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.
Search for your own name again did we?

your item 2 supports my theory to a point.

Electrical blast needs more then a new form of endo drain. A lot of players dont give a hoot about endo drain. Electrical blast of itself has been the background of many comic book heroes or villains. many players want to use the set for the graphical FX, for the role playing aspect of "shoots thunderbolts from his hands" as my nephew puts it. the set needs to be able to function as a viable blast set on its own, without endo drain. Right now it does not do this at an acceptable level in the opinions of a lot more people then just me.

Fixing endo drain as a mechanic is also a good idea. but it will not fix electrical blast completely.


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Posted

The following powersets all need some love. Only going to focus on the main things that could be done (not should), but each of these have problems that make them inferior choices at level 50 for some activities (not in all situations).

Empathy : Decent team set, Bad solo set. I have suggested many things in the past, but my current thoughts are that empathy could have a toggle +regen power similar to pain, but add in a confusion proc. Other choices would be to give empathy a status protection power on par with forcefields or sonic's dispersion bubbles.

Pain : Better than Empathy, but with similar downsides. Would be nice to add a fear proc into the healing aura power. It would be very cool if Empathy gave periodic heals and proc's confuse, while Pain gave periodic heals and proc'd fear. Both enhanceable.

Sonic Resonance : Too many problems to go into here. Entire threads have been spent on how to fix this powerset.

Devices : Another set like Sonic Resonance with major issues. Many threads spent on this topic as well.

Trick Arrow : Not as experienced on this set as some, but what I have tried left me feeling that something was missing. Cannot really offer any ideas, but would never play this set again unless it was improved somehow.

Super Reflexes : Have wanted to love this set from Issue One, but everytime I play it again, I am reminded why I stopped playing it before. At the very least, the Ranged and AoE toggles should be combined. Then replace the toggle with something like what energy aura received, which is a +rech per nearby target. I was so upset that this idea was given to EA. I remember suggesting it for SR. So let me try again, lets give SR a stacking +res for each nearby enemy. This would be in addition to the +res scaling with HPs. OR... make the +res start scaling much sooner and cap out sooner. Say start at 75% health and cap out at 60% when 25% health is reached.

Forcefields : Needs more effects such as -res. Add -res to Forcebolt at the very least. Perhaps to the AoE. Repulsion bomb is kinda weak. Increase the damage, increase the stun duration/mag OR something else (like -res, -regen, etc) to make the set offer less of a one-trick-pony effort.

Stone Armor : Entire threads on this set too. About once a year I think to myself to look into this set because a stone tank sounds like a good idea. Then I look at the powers and remember why this set is so unpopular. The devs need to consider how Dark Armor was overhauled and go even farther on this one.

guess thats all the top ones for me.

P.S. I could have gone into Electrical Blast as well, but for whatever reason, over the last couple years, the issues I see with empathy far overshadow anything that I could discuss with Electrical Blast. Anytime you discuss Electrical Blast, the fact that I can drain a Boss Dry very quickly, makes me feel that there is a pleasant balance in the set which I would hate to disrupt just for a little more damage.


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Posted

Quote:
Originally Posted by Jibikao View Post
I agree Ice Control has some synergy problems within the set.

One thing that always comes up in mind when I watch the mobs "slip" up and down in Ice Slick is that "DOESN'T THEIR BUTTS HURT?". LOL I mean seriously!!! Falling down continuously hurts your back/hip/butt so much that you should be seeing "smashing" damage!

I would like Ice Slick's knockdown to be unresistable but only work on up to boss level. I feel that would be a fair tradeoff. I do feel Ice Slick should be the "premier" knockdown patch in terms of its knock capability. The idea of immobilizes preventing enemies from falling over is kind of weird to me anyway because if they are on the ground when immoblized they can stand up.

Another possibility would be to have Ice Slick have a custom knockdown animation with a longer animation time than the standard slip and fall. Slip, fall, take a moment to regain footing before being able to stand again. Again because I feel that of the various slick powers Ice Slick is the one with the most cards invested in knockdown.

As for Shiver, which was brought up by other posters, like I wrote in the other thread, I would set the duration to 45 seconds and leave it at that.

There are a lot of things that could be done with the sleep power, but one possible idea I have for it is to have it contain multiple sleep ticks (similar to how Fire Control damage does multiple ticks, not necessarily like Electrics). Basically instead of one pulse you get 4 or 5, one every few seconds. Unlike Electric's sleep patch, this effect would stay "on" the enemy and be able to sleep them even if they run away or something after being initially hit.


 

Posted

Hmmm....

Tanks, in general, have a heavy penalty on their attacks, in the form of globally lower DPE.

Tankers should have their damage per endurance raised closer to parity, by lowering the End costs globally by roughly 20 percent.

To illustrate:

Pick an attack at semi-random. I choose fire sword, because it's used by three very different AT's off the top of my head, blasters, scrappers, and tankers.

Here's the numbers, via Mid's, with Arcanatime:

fire sword blaster

dam 131.2
end 10.19
DPE= 12.875
act 1.584
DPA= 82.83
rech 10s
DPM= 787.2


fire sword scrapper

dam 110.9
end 6.86
DPE=16.16
act 1.584
DPA=70.01
rech 6
DPM= 1109


fire sword tanker

dam 72.96
end 6.86
DPE= 10.635
act 1.584
DPA= 46.06
rech 6
DPM = 729.6


DPE is Damage done per End expended.
DPA is Damage Done per activation time.
DPM is Damage Done per Minute if you spam this power as fast as it recharges.

Notice the blaster and scrapper have tradeoffs: Because of the long recharge the DPM is much lower for the blaster, even though the DPA is sky-high. On the Scrapper, the DPM is much higher due to lower recharge, but DPA is much lower.

On the Tanker, it is firmly in last place.

I would propose a global twenty percent reduction in Tanker End Costs.

Thus, the Tanker Fire Sword becomes:

dam 72.96
end 5.49
DPE= 13.289
act 1.584
DPA= 46.06
rech 6
DPM = 729.6

Notice how this differentiates the Tanker's numbers. The DPE is now better than the blaster, as befits a dedicated melee toon, while the DPA remains much lower, as a nod to the blasters status as the Damage Archetype. The Scrapper is still the king of melee damage in this comparison, which is as it should be.

(NOTE: I skipped brutes on purpose, because applying a standard 70 percent fury to their attacks yields numbers that are embarrassing to relate. Sorry.)


 

Posted

I have a lot on my list so I'm going to break it up in smaller posts.

Ice Control:

1.
Frostbite- Remove the -kb on the power.

2.
Arctic Air- Remove the delay.

3.
Shiver- Make it a Neurotoxic Breath Clone but with a guaranteed Special or a 75-90% chance Special. The special should be "Target Held for 2 seconds" BUT you can slot holds in it so you have the potential to max it out for 4 or 5 seconds or greater. This will make Shiver Perfect for Alphas Stoppers and it should give you enough time to let AA, Glacier or Ice Slick do its job. If someone would complain that this is OP then you could balance the power out by reducing the values of the slow and -Recharge in the power.

4.
Ice Slick- As someone else mentioned make this power unresistible to bosses or lower. heck add some -Res to it as well.

5.
Flash Freeze- Take out the damage and make it a Static Field Clone.

Mercernaries:

Medic
- Remove their AOE and Stimulant and replace it with a weaker version of Temporal Mending. Replace Stimulant with a power that does the same thing but is a PBAOE and it grants only half of the normal -10.38 mag.

Spec Ops- Like others have said give them the bonus the NPC's get when they are stealthed. Reduce the timer on their control attacks by 1/4-1/2 of what they are currently.

Commando
- should get the same treatment as Spec Ops if applicable.



 

Posted

Quote:
Originally Posted by Eldagore View Post
Search for your own name again did we?
Someone congratulated me on that, which was bizarre.


Quote:
your item 2 supports my theory to a point.
Insofar that I think the endurance drain mechanic can be improved, that doesn't mean I believe electric blast significantly underperforms energy blast.

Quote:
Electrical blast needs more then a new form of endo drain. A lot of players dont give a hoot about endo drain. Electrical blast of itself has been the background of many comic book heroes or villains. many players want to use the set for the graphical FX, for the role playing aspect of "shoots thunderbolts from his hands" as my nephew puts it. the set needs to be able to function as a viable blast set on its own, without endo drain. Right now it does not do this at an acceptable level in the opinions of a lot more people then just me.
I'm sure lots of people think it does, but there are also people who think Willpower underperforms.

Energy Blast advantages over Electric Blast:

Higher target count soft control
Two ranged AoEs

Electric Blast advantages over Energy Blast:

Effectively higher DPE through endurance return
Better DPA at ranges higher than 40 feet
Better effective single target DPA with Voltaic Sentinel
Stackable hold
Ranged tier 9 that does not crash to zero


Endurance drain has always been a little wonky in City of Heroes, but if you're being outperformed consistently by energy blast, you're doing it wrong. In very broad strokes they are roughly tied, with the edge going to energy blast against numbers and the edge going to electric blast on hard targets. But overall, I would be surprised if energy blast outperforms electric blast by any margin in actual play across the playerbase.


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Posted

I would definitely change the nuke powers on most blaster so that instead of a -1000% recovery they would get a -100% recovery, and -50% endurance instead of -100%. Then blasters can keep their toggles up and actually do some minor stuff instead of being completely useless for 20 seconds.

Might add more later.


EDIT: Despite liking Ice Slick, I'm not a fan of removing Frostbites -KB power, since that is quite useful in its own right. From letting Tornado rack up damage, to when you have a PB on the team who wants to let loose with their AoE powers, removing the -KB to accommodate for ice slick removes some potential advantages, and there's a good chance that another toon on the team has an AoE -KB power on them.



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Posted

Why are people anti-stun towards Energy Melee? I like it. I just don't get it.


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Posted

Quote:
Originally Posted by Arcanaville View Post
Electric Blast advantages over Energy Blast
Yay, Aracanaville makes me feel better about my elec/kin corr!


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Posted

Quote:
Originally Posted by Steele_Magnolia View Post
Why are people anti-stun towards Energy Melee? I like it. I just don't get it.
The power stun in em? Or the status effect?

Well, all I play are melee toons, so stun is completely worthles to me. It's like hand clap, or provoke on a scrapper. If I wanna get somethings attention, I will stab/punch/kick/burn something in it's face.


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

Quote:
Originally Posted by Blood Red Arachnid View Post
I would definitely change the nuke powers on most blaster so that instead of a -1000% recovery they would get a -100% recovery, and -50% endurance instead of -100%. Then blasters can keep their toggles up and actually do some minor stuff instead of being completely useless for 20 seconds.
Yeah, I stopped using nukes with crashes years ago and have since respec'd all my characters to skip them.

In the current pace of the game where the action never stops, I cannot find a use for a power that makes me useless for 20 seconds afterward (and possibly longer, if I'm still retoggling). Sure, they have a tiny advantage of doing that damage 'now' versus 'two seconds later' by using standard AoE attacks, but with waaay too big of a downside.


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Posted

A few sets:

Sonic Reson.
FF
TA
Energy Melee
Ice Control
Gravity Control (even a bit more than what changes are upcoming atm)
Beast Mastery (MMs in general w/ pet customization )


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Posted

Quote:
Originally Posted by Blood Red Arachnid View Post
I would definitely change the nuke powers on most blaster so that instead of a -1000% recovery they would get a -100% recovery, and -50% endurance instead of -100%. Then blasters can keep their toggles up and actually do some minor stuff instead of being completely useless for 20 seconds.
Not likely to happen. Once upon a time (Prior to I6 IIRC), Nukes (other than Blizzard) carried a -60% Endurance crash per target - It's now 100%. They also had -100% recovery - it's now -1000%. The devs felt that the penalties were too lenient since the nukes were being used to power level people (a tanker would herd the entire map, and a blaster would stand ready to destroy them all at once) - of course, they also introduced target caps/aggro caps in i5, so Nukes weren't even being used for that by the time the "fixes" were put in.

Personally I'd remove all end crashes from the nukes (keep the -recovery) and tone down the damage slightly. I skipped Dreadful Wail on my Defender (had fallout) and I'm currently considering dropping Inferno on my Blaster since most of the time it's either overkill (the team is steamrolling) or useless (I'll die by the time it activates).


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Posted

Quote:
Originally Posted by MikeRobe View Post
All powers that drain the enemy's blue bar.

I'd make mobs actually need endurance to use their powers instead of being able to fire off their big guns on a "sliver tick". I have no problem with them being able to brawl me on a sliver tick, but if I have floored their endurance they aught not to be able to clobber me with something that should require at least 10-15% available.
It depends a lot on the enemy involved. Some enemies can do a lot of damage, but can bottom out their end bar on their own if they attack for a bit. Some other enemies can do a lot of damage, but will never bottom out their end bar on their own, ever. I don't really understand how they choose mob endurance costs.


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Posted

To name a few...

Super Reflexes: Something to bring it on par with Shields. I've always wanted a scaling taunt/damage aura power like Against All Odds or Rise to the Challenge that does damage, increasing the damage done with each enemy that comes near you. The rationale being that they're not hitting you, but everyone around you. Other than that, maybe tighten up the range that the passive +res comes into play. The mentality of being amazing at 1hp was sort of tossed out the window with Defiance 1.0.

Mercs/Assault Rifle: I rarely play MMs as is, and the first one I tried was Mercs and wowzers was it not fun. Left a bit of a bad taste in my mouth. I'll extend the notion to all of the "gun" sets. It's not exactly superhero-y to shoot a gun. To carry a gun, a grenade launcher, a rocket launcher, a flamethrower, and have that "fully armed" feel can be fun if you do it right. Having 4 "shoot doodz" powers isn't, if you ask me.

Stone Armor: I kinda think the whole set could use a revamp, though that might not ever happen. I've got little to no experience with it, but all I've heard are horrible things. Do you really just drop everything and run Granite and that's it? 'cause that sounds horrible.

Battle Axe: Numbers wise, it always looked like a gimped War Mace. Which is sad, because Battle Axes are awesome. Another set I haven't played, but I've also seen nobody else play.

Martial Arts: Slightly biased here, but a smidgen more AOE wouldn't hurt (even more so on the Stalker version), and Storm Kick always looked like a cone attack to me. Cobra Strike and Crane Kick are literally identical powers with different secondary effects, so maybe a little bit more diversity there.

Peacebringers: I got one to mid-20s and just couldn't keep going. The attacks are weak, the secondary effects are "meh", and the overall feel and visuals are a bit lackluster. I'd hope that after Stalkers they're the next on the list to get a look at.


 

Posted

Quote:
Originally Posted by Android_5Point9 View Post
Stone Armor: I kinda think the whole set could use a revamp, though that might not ever happen. I've got little to no experience with it, but all I've heard are horrible things. Do you really just drop everything and run Granite and that's it? 'cause that sounds horrible.
Pretty much, yes. Previous development lead Castle stated something to the effect that Stone Armor was purposefully less effiecient than other sets as a sort of penalty building up towards Granite Armor.

I'd love to see the endurance costs come down, at the least for pre-Granite to make those levels smoother, and make non-Granite tanking more viable as an alternative to Granite only tankers who skip every other power except Stone Skin, Mudpots, and Earth's Embrace.


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