Revamping the "Old to New"
Well for SR, I said a little more recharge reduction or a little bit regen but quiet frankly I would be satisfied with practice brawler being a toggle instead of a click. I can alreadydouble stack it and it is already on auto power and I think anyone gets SO's can get it on perma if not sooner so from that side making a toggle is not agame breaking thing however if it becomes a toggle I can finally free my auto-power for hasten or something else. I know it is probably very selfish but other than SR I don't know any secondary that gets mez protection that is not a toggle(or passive in some cases)
Well for SR, I said a little more recharge reduction or a little bit regen but quiet frankly I would be satisfied with practice brawler being a toggle instead of a click. I can alreadydouble stack it and it is already on auto power and I think anyone gets SO's can get it on perma if not sooner so from that side making a toggle is not agame breaking thing however if it becomes a toggle I can finally free my auto-power for hasten or something else. I know it is probably very selfish but other than SR I don't know any secondary that gets mez protection that is not a toggle(or passive in some cases)
|
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
Ninjitsu.
So, in other words, all the defense-positional armours.
And yes, that clicky sorta annoys me, too. But I do love being able to double stack when/if the situation warrants it.
And if SR doesn't see much help from +def, neither to all the other sets that are easily doing what SR can do (except for the DDR part). Granted, some mechanic to make over the cap def act to directly offset +tohit from say, Venged Nemesis, or DE crystal emanators might be nice, and probably wouldn't make SR OP. And granted, a small +regen/end discount built in somewhere also probably wouldn't make SR OP but would helpit some during leveling. But, this is what I meant when I said it could use one. It could have one added witout making the set more powerful than a set should be. But I don't think it needs one. I don't feel the need to lobby for those things because I think SR is fine where it is. Yes, it can hit the softcap pretty easy and doesn't see huge payoff for going beyond it. So I don't go WAY beyond it. I start slotting for other things once I get there. Other sets have to spend more IOing attention on getting to softcap, and can't do that.
|
There's a separate issue and that is that survivability is, slightly oversimplified, the product of mitigation and health recovery. SR is one of only two melee defense sets that lack significant strength on one side of the ledger (the other being Regen, which is analogously weaker in strength on the opposite side of the ledger). Soft-cap without significant health recovery (heal, regeneration) is actually not all that powerful on its own. And this is why energize, which is weaker than reconstruction in total health recovery (heal + regen), was enough to turn Electric Armor from the worst performing melee set to one of the better ones in one jump.
On the topic of the OP, if you ask me what would I completely revamp if I could revamp anything, I'm going to give a weird answer. I would revamp the set of the first two attacks in every offensive set in every archetype collectively. I would make a special design rule for them allowing them to be faster, recharge quicker, and cost less to use. This would allow lower level characters to be more active while they are building up their powers, and allow greater flexibility in making higher tier powers more interesting, knowing players always have a better set of "bread and butter" attacks that work well in general. Players would have to rely on long "attack chains" less, and get more mileage out of more situational or longer recharging powers.
[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.)
#1 Stone Armor.
Remove the freegin movement penalty from rooted please. What a relic! The rest of the set, including granite, isnt really that bad. But rooted is pretty much mandatory, so pretty much mandatory to play the set like you are stuck on super hero flypaper. it wasnt fun 8 years ago, and it still isnt fun.
#2 Electric Blast
Tesla cage should be given damage to make it play like Abyssal gaze. There is no reason not to. VS should gain a few more attack type powers, like the current no damage tesla cage with a low mag hold, lightning field, maybe even a longish recharge short circuit. Something so it does worthwhile damage and offers some help to the player, or even offers neat tricks if the player is paying attention, like stacking the tesla cages. This set has unique FX and sound, but it is so pathetic on damage and survivability(yes I am ignoring the drain metagame. i do not always make elec blast characters with one of the like 3 powers that make that metagame work) that it is constantly brought up in discussions about "fix it" or "revamp". I am not even the first to bring it up in this short thread.
#3 Energy Melee
Time to take this set out of issue 3 time out. it has learned it's lesson. Change TF into a thunderstrike clone. Change stun into a ranged power, 40 foot range, and allow it to do some tier 1 blast set damage. Make the damage from ET happen at the begining of the animation. My suggestion would be use the old animation with damage occuring to target when it used to, but then add a little something to the end of that one for the self damage so the overall cast stays the same if that is the concern. Or, just get rid of the self damage, the power isnt that great that it needs a penalty. Give us an alternate aniomation for whirling hands that doesnt look like it was stolen from Glee. I vote the animation from footstomp, with tintable "power wave" FX on the ground.
Once those 3 things happen, we can talk about some of the less "annoying enough I wont play them" stuff. Like Ice control.
Liberty server
Eldagore lvl 50 Inv/ss, co-founder of The Legion of Smash
3.5 servers of alts....I need help.
May the rawk be with you.
Arc #'s
107020 Uberbots!
93496 A Pawn in Time
Without going into extreme details:
Energy Blast
Sonic Blast
Every Non-Energy Blaster Secondary that has been around since launch.
Energy Melee
Regeneration
Stone Armor
Would also like minor tweaks to:
Ice Melee
Stone Melee
Super Strength
I wouldn't mind if most of the blaster secondaries were changed. /Energy is the only one I use, other than an elec/elec blaster that doesn't really work. I also had fire/fire, but scrapped it for a fire/kin corruptor after I realized Fire Ball was better damage per activation than the AoEs in /fire. To me, that's a bit of a failure of /fire, that I felt going outside the AT and picking a non-fire set was a better way to continually set things on fire than using the actual secondary dedicated to it.
Powersets I enjoy as they are and would not want to see changed:
Battle Axe
Energy Blast
Sonic Attack
Angel Witch II - Chord of Souls - Storm Witch II - Princess of the Dawn - Standing Horse - Witch of Xymox
Silent Scream - Shadow Witch II - Liquid Serenade - Nebulous Dawn - Ghost Witch II -Xiberia
One problem I noted from very early in Issue 9 beta was the fact that separate from raw performance, SR is much more limited in its slotting opportunities. Most melee defense sets then, and all of them now, have more set slotting opportunities. Its trivially easy for all melee defense sets to slot defense, resistance and healing sets, except SR which has a significant blind spot with resistance sets. The only way to slot those is to take tough, which requires a separate prerequisite power on top of that.
|
On the topic of the OP, if you ask me what would I completely revamp if I could revamp anything, I'm going to give a weird answer. I would revamp the set of the first two attacks in every offensive set in every archetype collectively. I would make a special design rule for them allowing them to be faster, recharge quicker, and cost less to use. This would allow lower level characters to be more active while they are building up their powers, and allow greater flexibility in making higher tier powers more interesting, knowing players always have a better set of "bread and butter" attacks that work well in general. Players would have to rely on long "attack chains" less, and get more mileage out of more situational or longer recharging powers. |
I'd say that's a remarkably good idea/suggestion. I could get behind this.
That's a very good point. So, if each of the powers that had a scaling +Res could slot to enhance that +Res, allowing I think 3 powers to be slotted for Def and Res, that might be a change I could get behind. It would allow for slotting options, and allow for the ability to better choose your focus, without adjusting the base performance. There might be a few holes in that plan, I'll admit. I'm just throwing ideas out as they occur to me.
|
What makes a bit more sense to me is to give PB the Kuji-in Rin treatment: give PB slottable Psionic resistance. Its only one power instead of three, and the number of slots involved drops. And it fills in a questionable hole in SR in non-positional psi (SR has no protection at all against that; even Invuln has Dull Pain protection against psionics). PB is rarely heavily slotted, so there's likely to be lots of opportunity to slot PB for psi res *and* slot res procs for most SR characters (factoring in the fact the slots have to be taken from somewhere to do this).
[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.)
EDIT: sorry madadh didn't see your post since you didn't quated from me :P ninjaed badly I guess :P
"Hey! You knocked generic cola all over your precious D20 books!"
ED: Now I know how Nancy Kerrigan felt: "Why...?!? Why...?!?"
to TO THE END!
Villains are those who dedicate their lives to causing mayhem. Villians are people from the planet Villia!
Also, I wish they could revamp Radiation Blast to do direct Energy damage with Toxic DoT as a secondary effect.
to TO THE END!
Villains are those who dedicate their lives to causing mayhem. Villians are people from the planet Villia!
Just to add my support to some things read here by others...
Regen .. At one point a Regen Scrapper was all but unstoppable and then they nerfed the set. Either needs faster healing times and heals for more or a switch to add some defense or resistance to damage.
Martial Arts ... One of my old favorites was an MA/Regen Scrapper.... the animatios could seriously use some update considering the new stardards set by things like Street Justice, Staff weapons and even Dual Pistols. Could also use an increase in damage
Merc in the MM sets ... As mentioned these seem to do the least damage and die the fastest of any of the pet sets.. I can't really speak about ninjas I never got a set of them past 20. Frankly most if not all of the MM sets could stand some tweeking. It always seems to me I have 5 minons and one "idiot" that can't wait to rush forward and die. With Thugs it's the arsonist who throws a fire bomb and then just has to rush up to see what it did or the Merc's Medic that does basically the same sort of thing .. worst part with mercs is that's the guy that ca heal the others and you!
A never really felt that Super Strength was all that bad but I would love to see Hand Clap replaced with something that I'd actually USE. I still can NOT understand what Dev thought an "attack" that sends your opponent flying across the room was in any way a good idea for a Melee character. I have a SD/SS tank and the one attack I skipped, well I respec'd out of after taking it, is Hand clap.
�We�re always the good guys. In D&D, we�re lawful good. In City of Heroes we�re the heroes. In Grand Theft Auto we pay the prostitutes promptly and never hit them with a bat.� � Leonard
�Those women are prostitutes? You said they were raising money for stem cell research!� � Sheldon
I think Mind Control could use a buff. It's not a bad set, but ask someone to list the best 5 control sets, and Mind will NEVER make the list.
The most radical change I could conceive of is to swap out the confuse powers for a "tun foe(s) into pet(s)" like deal and have the player control them as such and gain full XP, thus giving it a significant edge over the various other confuse powers in other sets.
Maybe let TK do damage, too. An initial bit of smashing damage when the foe(s) hit a wall, maybe. Just for pizazz, I wish the repel worked faster, too. Like an actual force-shove. My ultimate wish would be a "gravity gun" like effect. Pick things up, whip them around, knock enemies around using other enemies. Or kill the power all together and give us an AoE version of Levitate. It'd make sense, given that the set has AoE versions of all its other ST powers with Terrify being an outlier. The extra AoE damage would also make up for Mind's sad lack of reliable, steady AoE Containment.
*looks up* I don't think i'd wanna see BOTH those changes, that would be way too OP XD But either-or would be a great improvement to the set, IMO!
-STEELE =)
Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)
I think Mind Control could use a buff. It's not a bad set, but ask someone to list the best 5 control sets, and Mind will NEVER make the list.
|
I mean, sure, Ill, Fire, and Plant. But after those, I think it is up in the air where people will go. Some will like Mind, Earth, or Ice. Others Mind, Dark or Electric. Some hate Ice. But I think a fair number of people would put Mind in the top 4 or 5.
Not that I'd argue against a minor buff to Mind, but the whole nobody would rate it top five thing was an odd.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Global - @Proton Sentinel
Jack Devon Crab Spider VEAT; Virtue
Mordigen Earth/Storm on Liberty and Virtue
Technological Terror Bots/FF; Liberty.
50s: Zul Vakirol Thugs/Poison; Virtue. Kiyujin Katana/SR
This has been said but I'd like new animations for Broadsword, War Mace and Battle Axe. Let's make them look like they're own powersets. Every time I see Staff or Titan Weapons I get sad. They're beautifully animated sets, I really like the 'swoosh' effects (also present in Street Justice).
Speaking of Street Justice, let's revamp Martial Arts! Make it a little more special and definitely add some prettier animations.
And while we're on the topic of animations, let's get some more interesting options for the blast animations. Water Blast is gorgeous, but Fire, Ice and others still share identical animations in some departments. This is definitely more minor, though... it's probably just my inner Avatar: Last Airbender fan speaking :P ...I suppose the same could be said for control powers.
Ultimately, I'd like to see more dynamic animations for just about every older set. What the devs are coming out with now is awesome, and it can definitely be used.
Very stream-of-consciousness here, and I don't care a whit about the Cottage Rule, so a fair bit of this won't be easily applicable.
Blasters as a whole need help; their AT needs to be rethought for the world that City of Heroes is, not what it was originally designed to be. In addition, their older powersets are mechanically stale, and Fire Blast is an outlier that needs to be drawn back into the fold (or have all Blasters expand to near that level of damage). Ranged supernuke powers that still cause an Endurance crash need a rethinking as well... modern sets don't come with a similar crash, for example.
Brutes could probably use a mild survivability nerf. Controllers could probably use a mild survivability upgrade early on.
Peacebringers need to have their tools examined and a few of them replaced wholesale. They also need better survival tool progression, rather than having levels 38-39 define their ability to live. They're a much more capable AT than Blasters, but could use some work. Warshades need some of the same tweaks but they're a bit more resilient of a design.
Kinetics needs a hard nerf. Always has.
Storm Summoning needs that most difficult of buffs: it needs QoL changes that make it easier to understand and change, but don't actually increase the power of the set. It's a fantastic set that is poorly understood by the playerbase as a whole. Gale would be the only power I'd replace entirely.
Force Field needs some tinkering. Force Field's offensive side is built around the idea that knockback is a powerful CC tool, and it can be in the hands of an expert. Give it to a new player and watch burn tank hate begin to crest.
1 - Energy Melee, which would see a pass as it gets ported to scrappers
2 - Super Strength, which again would see a pass as it gets ported to scrappers (And stalkers)
I agree with Arcana about changing all the T1 and T2 powers as well, I hate having to pick the fast recharging but weaker attack just so I have something to do at low levels.
And then blasters, and blast sets need a total revamp.
British by act of union, English by grace of God, Northern by pure good fortune!
1 - Energy Melee, which would see a pass as it gets ported to scrappers
2 - Super Strength, which again would see a pass as it gets ported to scrappers (And stalkers) I agree with Arcana about changing all the T1 and T2 powers as well, I hate having to pick the fast recharging but weaker attack just so I have something to do at low levels. And then blasters, and blast sets need a total revamp. |
Global - @Proton Sentinel
Jack Devon Crab Spider VEAT; Virtue
Mordigen Earth/Storm on Liberty and Virtue
Technological Terror Bots/FF; Liberty.
50s: Zul Vakirol Thugs/Poison; Virtue. Kiyujin Katana/SR
Edit: Assuming that a revamp would nerf Rage and Footstomp even though I never said nerf the set just proves it.
British by act of union, English by grace of God, Northern by pure good fortune!
Of the remaining buff/debuff sets: Trick Arrow, Poison, and Sonic Resonance.
Blaster secondaries across the board aren't that great. Hopefully that is handled somewhat in the Blaster revamp. Devices specifically is in a dire place. There should also be some reason Blasters get 8ft radius PBAoE toggles, which are currently just weird.
Also agree about the blaster secondaries...