Need new concepts
New concepts? Lets see all the newer powersets.
Staff fighting- Yeah.
Beast Mastery- Yep.
Darkness Control- Nope.
Titan Weapons- Your mileage may vary.
Street Justice- Your mileage may vary.
Time control- Again, new concept.
Beam Rifle- -Yet again-, new concept.
Kinetic Melee- Your mileage may very.
Electric Control- Nope.
Dual pistols- New concept ahoy.
Demon Summoning- New.
So, counting all the YMMV as 'Nope.', It's a 6:5 ratio. More then I expected, honestly. But with the YMMV ones, they play differently and fit different concepts for characters, just not for method of fighting.
I'd say it's fine as is, honestly.
Goodbye. Not to the game, but the players. Goodbye. Everyone, remember to have fun. That's all I can say.
No, I agree with Adelie. Dual Blades was the last 'new concept'.
Disintigration is a similar but weaker example, and momentum is more of a new kind of restriction than a new way doing anything. Pistol ammo was a neat idea but doesn't change how you play too much.
There are easy options like melee powers for a new MM set, or combos built into a ranged set just like dual blades uses. There are off-the-wall options all over the powers forums, too. The sniper/interrupted mechanic is still something the game has explored very little for example and could be used to simulate casting spells or balance really powerful ultimate skills on classes that face constant interruption like tanks and brutes.
I would also welcome more fresh ways to run a power set and I was very underwhelmed when I saw kinetic melee especially. Someone took all that time to do up a whole entire new set of slick animations and neat effects, just to make another rank and file melee set? :/
I have yet to experience Staff Fighting or Beast Control (It won't let me on the beta server even though I went back to VIP status). What is the new concept for Demon Summoning? Never played it out to 50. I don't see any other new concepts in the ones you listed. Dual Blades was a new concept as noted above. Prior to that I think it goes back to the introduction of the villain archetypes (especially masterminds - brand new concept there).
Are we talking about new concepts thematically, or new concepts mechanically?
Coming back from that... other game set in galaxy far far away ... I see again why I was locked into City of Heroes for so long. The Time Sink is far less insulting and the game play mechanic is far superior in City of Heroes. It feels like I've come home. But unfortunately home still needs some new furniture
Are we talking about new concepts thematically, or new concepts mechanically?
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I remember when I first joined this game way back in issue 1. I absolutely LOVED how different archetypes played so different. Playing a blaster was an entirely different experience from playing a controller. I loved when they introduced the peacebringer and warshade, morphing, new concept there! I loved when City of Villains came out and we got Stalkers, Brutes, Masterminds, all of which played completely different from anything I'd done before.
We haven't had much in the way of new mechanics since. It has been a looooong time. They did put Dual Blades in, which changed things up nicely. But other than that..... it has been mostly repeats of already existing powers with new graphics.
Perhaps they could make the melee/buff AT idea that has been floating around these forums a reality? I'd stick around for quite a while for that, playing new combos. But still, they need something brand new, as groundbreakingly new as the villian archetypes were. That'd keep me in the game until the servers shut down years from now
Oh actually one other new concept I forgot to mention: Trick Arrow's Oil slick and how it can be ignited. That was an awesome new concept, and they seem to have done nothing with it since. Why have we not seen more combination powers like that?
Fair enough. I think some of the new sets play quite differently from other stuff, even the ones not using new mechanics. Time, for instance, feels very different from other supports sets to me (and is the only support set I've ever liked enough to get to 50). If you want more, though, more power to you.
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Darkness control doesn't play different, but at the same time I've been enjoying it more than my other Trollers. Maybe because I paied it with Time?
Titan Weapons does play differently. Unless you're not worried about end use, or maximizing AOE, then well, will any melee set play differently?
BrandX Future Staff Fighter
The BrandX Collection
Unfortunately, adding new mechanics to this game is a very daunting prospect for the devs at this point. A lot of that has to do with the fact many of the current devs are NOT the same people who coded the game engine 6 or 7 years ago. There are a lot of things they can't change about how the underlying gears of the game work. Take a look at some of the dev responses over the last couple years to suggestions, and you'll see a lot of "We'd like to, but..."
New concepts? Lets see all the newer powersets.
Staff fighting- Yeah. Beast Mastery- Yep. Darkness Control- Nope. |
Titan Weapons- Your mileage may vary. |
Street Justice- Your mileage may vary. |
Time control- Again, new concept. Beam Rifle- -Yet again-, new concept. Kinetic Melee- Your mileage may very. Electric Control- Nope. Dual pistols- New concept ahoy. Demon Summoning- New. |
So, counting all the YMMV as 'Nope.', It's a 6:5 ratio. More then I expected, honestly. But with the YMMV ones, they play differently and fit different concepts for characters, just not for method of fighting. I'd say it's fine as is, honestly. |
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I think we need some old concept expanded to more ATs (ma for blasters and doms, weapons for doms, gadget-based control, earth-based blast/manip, psychic-based melee, e.t.c.) most of the "new" things I can think of end up only really serving my individual needs for one or two characters and not something I would apply overall.
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That's time and money put into a project, that if the melee AT threads are any indication, would have few people using the sets, as that will be a lot of redraw.
What they could do is make a Sword/Pistol set and port it to Scrappers/Stalkers/Tankers/Brutes/Dominators! FIVE ATs with just ONE powerset! I'd reroll my soon to be rolled up Staff Fighter into that
BrandX Future Staff Fighter
The BrandX Collection
Goodbye. Not to the game, but the players. Goodbye. Everyone, remember to have fun. That's all I can say.
I'm going to play devil's advocate here and mention that there is a whole camp of people who feel that new powersets are getting TOO gimmicky.
That said, what do you mean there aren't any new mechanics in new powersets?
Lets look at what's come out recently:
Dual Blades introduced the "combo" mechanic, Street Justice improved upon it by not requiring powers to be used in a specific order. That combo mechanic was added to stalkers to give them a buff in single target DPS. I haven't tested Staff Fighting personally, but from what I understand it is a variation on the combo mechanic.
That one mechanic introduced with a single powerset produced at least 3 different things that were not possible before it came along.
Time Manipulation introduced a mechanic where your power effects changed depending on whether your target is under the effect of another power in the same set. Brand new mechanic that was subsequently used to give Gravity Control a buff (Lift and Propel do more damage if your target is held by Gravity Distortion)
Titan Weapons introduced a mechanic that actually changes the animation of your powers completely if you have Momentum active. The same mechanic was used to allow stalkers to use Assassin Strike outside of Hide with a much faster animation.
Now, the buffs to Gravity Control and stalkers would not have been possible if it were not for 3 completely separate and brand new mechanics introduced very recently. (The Street Justice variation on combos is distinct enough to be considered a new mechanic)
Pretty much all the new powersets introduced within the last year have had completely new mechanics involved in the way the set actually works. And those new mechanics are now being used to make improvements to old sets that would have been impossible to do if the new mechanic did not exist.
So, I fail to see how the game "lacks new mechanics in powersets"
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. |
I like the mechanics in CoH.
I want to like Dual Blades but hate its special mechanics so I won't play it.
I don't want them adding more bad ideas just to be different
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. |
I came back after a few months away to check out Darkness Control and so far I'm underwhelmed. I'm getting a been there done that feeling while playing it. We need new concepts for new powers, and not just reskinned powers that already exist.
Also checked out Titan Weapons and thought they looked pretty cool. It is neat running around swinging a railway sign lol