Make content playable on all silver power sets solo...
Honestly just got back after years and couldn't even pass whiteout solo on a Marksman.. Why even have free silver if the game is only usable as a subscription..
End game content is great but if new customers can't even play you've got a dead game on your hands.
Honestly do not remember this being this hard in 2011 when i quit?
Crown the Wise, Harness the Talented, and Cherish the Lucky......
The Dragon Lofwyr.
Make content playable on all silver power sets solo...
Honestly just got back after years and couldn't even pass whiteout solo on a Marksman.. Why even have free silver if the game is only usable as a subscription..
End game content is great but if new customers can't even play you've got a dead game on your hands.
Honestly do not remember this being this hard in 2011 when i quit?
2011? there's been a lot of changes since then...
Also... feel free to team up. Stuff like Whiteout is way easier if teamed.
The last time I ran through "Whiteout" with a low-level AT (it's a fun thing to do!) I couldn't get into the final issue on the Qularr spaceship; the Supervisor (I think) that splits into three enemies was too much. Came back to it about level 20 and both that and the end boss were perfectly playable, with care. Stick with it, or ask for help - it can be done. The Marksman is also a tricky AT to play that one with; it's very fragile and doesn't get its best attack for the job until level 35 (or even 40)....
Make content playable on all silver power sets solo...
Honestly just got back after years and couldn't even pass whiteout solo on a Marksman.. Why even have free silver if the game is only usable as a subscription..
End game content is great but if new customers can't even play you've got a dead game on your hands.
Honestly do not remember this being this hard in 2011 when i quit?
There's a couple of options.. including temp pets and devices from the UNTIL recognition vendor that can help if your solo. Also, even teaming up with one other player can make that last encounter doable. The marksman has received no recent Improvements. It also has no real self-healing powers. The Blade, Unleashed, or Soldier are great Silver AT choices and have been re-worked and improved. They are very good choices for soloists right now.
1.) This is obviously not going to happen, but I would do away with items entirely. Replace them with some sort of added system in leveling, like maybe just giving more choices in stat boosting. It seems silly that I have all of these gloves and boots and helmets and jackets "equipped", when very clearly, from a visual perspective, I don't. Also, I'm a hero, and unless we're iron man, it seems a bit unimaginative that we are all improving ourselves with gear. The majority of heroes never wore any special costume features to improve his powers, so why should we be forced to? Maybe it can still be a voluntary option, or even maybe a new type of archetype, and the lvling could all be based around adding better costume components and weapons. But for it to be such an integral part of this game in particular seems a poor decision.
2.) Seperate zone maps, CoH style. More than just warehouses and sewers. (New to the game, so not sure what other mission levels there are, but from what I can tell, there are no separate zones, like boomtown, etc. I get it, it takes server space, but this would make the game way better.)
3.) Make the power building more flexible, and include more power sets overall.
4.) Have the devs more involved in the community, live stream playing, as said by others.
5.) Encourage group missions besides alerts, and allow varying lvls to be involved in these missions. Better UI for finding a team and SG. I couldn't figure it out when I tried.
1.) This is obviously not going to happen, but I would do away with items entirely. Replace them with some sort of added system in leveling, like maybe just giving more choices in stat boosting. It seems silly that I have all of these gloves and boots and helmets and jackets "equipped", when very clearly, from a visual perspective, I don't. Also, I'm a hero, and unless we're iron man, it seems a bit unimaginative that we are all improving ourselves with gear. The majority of heroes never wore any special costume features to improve his powers, so why should we be forced to?
That's just the meta. As these Heroic Gloves, Bolstering Bracers, etc don't actually add a visual aspect then you can very easily rationalise this gear as something completely different for your immersion purposes just the same as you might, for example, rationalise using imaginary sword skins on the sword cyclone power as not actually using swords instead of "Why would my speedster be using imaginary swords!!??"
Another example would be a chi-focussing martial artist that has strength as one of his Super-stats. I don't want my comic-book martial artist to be strong enough to lift a truck so I just rationalise this high strength as the ability to channel my chi to deliver devastating punches and kicks and to brace myself to reduce knockback.
2.) Seperate zone maps, CoH style. More than just warehouses and sewers. (New to the game, so not sure what other mission levels there are, but from what I can tell, there are no separate zones, like boomtown, etc. I get it, it takes server space, but this would make the game way better.)
I may be misunderstanding this; but you have been to the desert, Canadian wilderness, Vibora bay and Q-Warzone right? Or would you like each of these zones to have more subzones to make them bigger?
Regardless my suggestions would be this:
1) I enjoy Sky command and Harbinger for one thing, changing things up in regards to aerial combat. In those combat sequences for those characters who are not flyers, vehicles/hover-pads are provided and that’s nice. I want to see that expanded upon.
I would like to see a few more missions or locations added in the areas that encourage aerial transportation/ combat. While we may not be able to get expanded areas, adding a sky fortress to millennium city might be cool. I feel like I am the only one who still flies above the buildings and blimps in hopes for seeing something new. You have all these high rise places that could be used as access points to other locations it just feels like wasted potential. If we cannot expand outward, why not use our air real estate a bit better?
2) I know others have suggested this but a polearms weapons pack would be nice for lances, spears, halberds and the like. The trident was a nice touch, but I like to see more.
3) Lastly I would like to see the Nemesis system revisited. Heck! Being able to “level” or improve your nemesis after each defeat as opposed to creating new once would be a nice option. Having our nemeses become as strong as the Champions Rouge gallery would make the experience worthwhile to me.
1.) This is obviously not going to happen, but I would do away with items entirely. Replace them with some sort of added system in leveling, like maybe just giving more choices in stat boosting. It seems silly that I have all of these gloves and boots and helmets and jackets "equipped", when very clearly, from a visual perspective, I don't. Also, I'm a hero, and unless we're iron man, it seems a bit unimaginative that we are all improving ourselves with gear. The majority of heroes never wore any special costume features to improve his powers, so why should we be forced to?
That's just the meta. As these Heroic Gloves, Bolstering Bracers, etc don't actually add a visual aspect then you can very easily rationalise this gear as something completely different for your immersion purposes just the same as you might, for example, rationalise using imaginary sword skins on the sword cyclone power as not actually using swords instead of "Why would my speedster be using imaginary swords!!??"
I do that myself with Eye of the Storm. it leaves a visual that looks like swirling energy and I think of it as using an energy effect to kill things.
Also.... you can find pieces of gear with the same name but different pictures. so yeah....
> @lifeline99 said: > 2.) Seperate zone maps, CoH style. More than just warehouses and sewers. (New to the game, so not sure what other mission levels there are, but from what I can tell, there are no separate zones, like boomtown, etc. I get it, it takes server space, but this would make the game way better.) > > I may be misunderstanding this; but you have been to the desert, Canadian wilderness, Vibora bay and Q-Warzone right? Or would you like each of these zones to have more subzones to make them bigger? >
Like I said, I'm new. I haven't seen the size of them yet, so not sure, perhaps my assumption was wrong.
Inertial Dampening Field is the only toggle power you have to wait until a later level to get on a FF character. My question is, why?
IDF is an area/team buff. That's quite powerful for a toggle form; the only other similar powers with such broad effects are slotted passives. It also stacks (to a limited extent), so in a multiplayer environment the DPS characters can trade a reduction in their individual damage for a pretty strong reduction in collective damage taken. It makes quite a difference, so the power is restricted to a higher Tier. Otherwise you'd get lowbie teams with IDF steamrollering everything....
Aura of Radiant Protection is available at level 6. Not a toggle but it does the same thing, more or less. (And no, getting that and IDF does not equal Invulnerability; I've tried it.)
Not saying your point isn't valid; if you stay in Force, you can get it a bit earlier anyway. It's a trade-off, however, because you can only have one active toggle and this toggle doesn't increase your damage or generate energy. I don't consider it to be overpowering. Just my opinion--again, your lower super stats at level less than 20 (esp less than 15, when you don't even have the third) are not going to make your character or team invincible.
Are you sure about IDF stacking significantly with more that one player on the same team using it? I thought the old habit of multi-stacking Aura of Primal Majesty caused Cryptic to kill that.
Recently I've been trying to do a "tech" character build, but I've found some rather annoying limitations.
What I was trying to do was use a "sonic hero" concept. The game has the perfect energy builder for it, Sonic Blaster. However, after that there aren't very many sonic blaster powers to go with it, just Sonic Boom Generator. I find this power annoying because it has a small AoE, it takes way too long to fire on tap, and it costs too much for what it does. (My char is level 15 and has Int and End as super stats, though I don't have a lot of the latter yet.)
Your other "tech" choices are: Experimental Blaster, which I find even more annoying than SBG; Pulse Beam Rifle, which doesn't fit my character theme, Experimental Burst Ray, which is shorter range and doesn't fit my theme; and Sonic Arrow, which I'm already using on another similar-themed character.
After thinking about this a while, I'm wondering why there isn't an entire Sonic Blaster set. If you have a Fire character, you have a fire energy builder and a 100' fire attack, as well as various other fire abilities, but for sonic you basically have the EB and SBG. That's it. So if you wanna rely on your cute little sonic pistol (or, ahem, manly noise-maker), well you're out of luck (unless you feel completely differently about SBG than I do, I guess).
Considering the theme of Gadgeteering, I'm surprised there aren't more options for sonic blaster & experimental blaster. Sometimes you just don't want to change weapons every time you use a different power.
Are you sure about IDF stacking significantly with more that one player on the same team using it? I thought the old habit of multi-stacking Aura of Primal Majesty caused Cryptic to kill that.
Definitely stacks up to three times (or at least it did last time I logged into the game), same as AoPM.
What I was trying to do was use a "sonic hero" concept.
It's not the easiest one to do (took me a while to get something that worked). Adding Sonic Device to your power set helps - you can get it to work as a double damage AoE/stun with any of the charged blaster powers. Other than there's Hyper Voice..... hopefully they'll get a chance to fill in the power gaps at some point, Sonic would be a very popular power set (it keeps on coming up in these threads).
Allow players to remove specific powers, instead of having to go through every other power and rank to get to it. The cost could be adjusted to whatever they see fit.
I haven't read through most of this, so I'm sure there will be things I am saying that are repeated.
A plant archetype. I'm thinking long range (vines, branches) with defensive status affects (poison, serenity).
I'd also like to see some better wing and tail designs and animations. I was deeply disappointed by how felxible the mechanical wing costume piece turned out.
Multiple main stories for each area. I feel this would ease the dreariness of repetition for people playing multiple characters and having to fight the purple gang over... and over... and over.
A limited open source for the costume design tools. Let players apply for a license, design costume sets for approval (e.g. make sure they work and they aren't breaking cppyright laws) and then if they get approved by the staff, their costumes could pop in the zen store and the players who design them could get 12% of the zen that the items take in.
Rather than having to choose from a pre-desgined set of swords, axes and hammers, I'd love to see a design system for large, small and ranged weapons.
Champions Online resembles a Barbie title. This game has and will always be about dress up, capitalize on that. We need to be able to dress up pets, sidekicks, and even weapons. We need that sidekick creations system. Focus on customization. Champions Online will never be DCU. We also need a window where we can do things to our pets. Change the tails, change the colors or add horns, or fur to them, stuff like that.
Random Thoughts (haven't read the whole thread, sorry if I repeat something). My goal with these suggestions are generally for things that would make the game more fun to play, rather than easier/harder or better mechanically.
Less annoying Energy recovery: There are few things more irritating than having to chew through a beefy destructible object with nothing but an energy builder. I think energy recovery would be improved if it was changed to recover at increased/out-of-combat speeds after a few seconds if you aren't EITHER using powers OR taking damage (either condition individually would trigger the effect). Also, I don't know if all objects should be viable energy builder targets, but at the very least ones that have to be destroyed for missions should be.
Unlimited Mission Journal: Or, at least, a much larger limit than 15 missions at once. If that's too much to ask, at least repeatables and event missions shouldn't count towards the limit.
Cutscenes: Ditch or Alter: Do we really need to sit through 4 unskippable cutscenes on a 5 minute alert? For alerts, specifically, I wouldn't mind if cutscenes were dropped entirely. For ALL cutscenes, I'd like a way to skip them (maybe a group ready check?), continue using the chatbox while they're going, or, at the VERY least, still be able to alt-tab out of the game once they start.
Standardize/Fix Escort Missions: No one likes escorting fragile NPCs, especially if you're not built to protect them. Non-combatant NPCs should be invulnerable (but will still stop and cower when they see enemies). Fighting escorts should have high health and regenerate automatically between fights. Also, please fix the thing where it counts as a death if an escort reaches their destination and despawns when you're not right next to them.
Rebalanced "Kill X/Collect X" Quests: For repeatable missions where you have to kill 150 enemies in a certain area, or collect x number of random drops, the other quests in the neighborhood often don't put you anywhere close to completing the repeatables, leading to either having to grind the remaining enemies, or dropping the mission. I'd like to see these missions rebalanced to reduce that.
Tutorial/Crisis "Flashbacks": I'd like for there to be a way to "replay" the tutorial zones, mainly so that it'd be possible to go through them with lower-level friends. It'd be good to auto-reduce your level to an appropriate one for the crisis zone in order to prevent griefing. For the Millennium City tutorial, disabling travel powers could work too.
Starter Vehicles: Seeing as the devs went through the trouble of creating a vehicle system, I think it's odd that they locked it (almost) completely behind a paywall. I think there should be some (non-event-based) way to get a "vehicle voucher" for one basic vehicle for free. Possibly at level 15?
Separate PvP Builds: This is more of a fantasy, and likely too controversial to ever implement. But my philosophy is that PvP should be about player skill, not character level or gear. To that end, I think characters should have separate builds for PvP. These builds would 1. be level 40, 2. be able to have mostly or entirely separate powers (etc.) from the PvE build, and 3. have distinct PvP gear, available for free, with a selection of sets to choose from. The goal would be to put everyone on even footing. Obviously, there'd be a lot of issues in implementing something like this (archetypes, for instance), and any kind of major change this late in the game would probably just kill PvP for good, but eh.
Allow players to remove specific powers, instead of having to go through every other power and rank to get to it. The cost could be adjusted to whatever they see fit.
That would have to keep in mind the fact that we use a tiered power system where powers have requirements before they can be taken.
Allow players to remove specific powers, instead of having to go through every other power and rank to get to it. The cost could be adjusted to whatever they see fit.
That would have to keep in mind the fact that we use a tiered power system where powers have requirements before they can be taken.
For a short while they tried a tier-less "pick anything I want system" with no restrictions in Alpha. It was a disaster, as expected.
I think I remember a dev actually commented on this once and said it's supposed to be kind of a pain in the butt to retcon. Like it's that way on purpose in an effort to make us sort of stick with a character and their "progression story" rather than constantly changing them like some sort of chimera shapeshifter alien blobman. Dark Souls 3 actually had a humorous take on people who respec too much implying that eventually they lose the ability to hold their form and turn into a gooey blob thing that looks like all the other gooey blob things...
I think I remember a dev actually commented on this once and said it's supposed to be kind of a pain in the butt to retcon. Like it's that way on purpose in an effort to make us sort of stick with a character and their "progression story" rather than constantly changing them
I'm surprised someone who worked on a game like this (who presumably had plenty of past game design experience) doesn't understand that "the original design intent" for things like that doesn't always mesh well once implemented. If the original intent was to make a player retain his original theme instead of morphing all over the board, then some core design decisions should've been made differently. Specifically:
1) Better power balance. This game suffers from a serious case of "this power is amazing (lightning storm, avalanche) but that power is garbage (storm summoner, snowstorm)" syndrome.
2) Better interchangeability. What they ended up making in terms of powers is a weird, janky mess of powers that are supposed to synergize when built "properly," but new players aren't given any real indication on how to put it all together.
So, while the dev in question may have wanted Lightning Ninja to stick to his theme of Lightning and Single Blades, what actually happened is that Lightning Ninja fell into the trap of making a character with powers and stats that just don't work well together. He looks into respecing, sees what a pain in the **** it's going to be, and works on making a decision: grind the ingame currency required to respec, swipe the credit card to respec, delete the character and start over, or quit the game entirely.
TL;DR: The developer who said that is shortsighted and didn't consider how the decision to make respecing such a pain would actually work out in the game. And now we all get to suffer because of this design choice.
(Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
TL;DR: The developer who said that is shortsighted and didn't consider how the decision to make respecing such a pain would actually work out in the game. And now we all get to suffer because of this design choice.
If a game is making you suffer, it's time to uninstall. End your suffering child.
If a game is making you suffer, it's time to uninstall.
Except as LTS, I have enough free retcons per charcater that it's not really an issue. Free players (the ones you want to persuade to pay) are the ones who suffer the most here.
If a game is making you suffer, it's time to uninstall.
Except as LTS, I have enough free retcons per charcater that it's not really an issue. Free players (the ones you want to persuade to pay) are the ones who suffer the most here.
Less annoying Energy recovery: There are few things more irritating than having to chew through a beefy destructible object with nothing but an energy builder. I think energy recovery would be improved if it was changed to recover at increased/out-of-combat speeds after a few seconds if you aren't EITHER using powers OR taking damage (either condition individually would trigger the effect). Also, I don't know if all objects should be viable energy builder targets, but at the very least ones that have to be destroyed for missions should be.
Cutscenes: Ditch or Alter: Do we really need to sit through 4 unskippable cutscenes on a 5 minute alert? For alerts, specifically, I wouldn't mind if cutscenes were dropped entirely. For ALL cutscenes, I'd like a way to skip them (maybe a group ready check?), continue using the chatbox while they're going, or, at the VERY least, still be able to alt-tab out of the game once they start.
Standardize/Fix Escort Missions: No one likes escorting fragile NPCs, especially if you're not built to protect them. Non-combatant NPCs should be invulnerable (but will still stop and cower when they see enemies). Fighting escorts should have high health and regenerate automatically between fights. Also, please fix the thing where it counts as a death if an escort reaches their destination and despawns when you're not right next to them.
Rebalanced "Kill X/Collect X" Quests: For repeatable missions where you have to kill 150 enemies in a certain area, or collect x number of random drops, the other quests in the neighborhood often don't put you anywhere close to completing the repeatables, leading to either having to grind the remaining enemies, or dropping the mission. I'd like to see these missions rebalanced to reduce that.
Starter Vehicles: Seeing as the devs went through the trouble of creating a vehicle system, I think it's odd that they locked it (almost) completely behind a paywall. I think there should be some (non-event-based) way to get a "vehicle voucher" for one basic vehicle for free. Possibly at level 15?
Less annoying energy recovery. YES YES YES. If you absolutely have to destroy something, it should work just like any other foe (energy builder generates energy). Otherwise they should give it 1 HP so the EB will do. (Well, maybe 50 HP.) ----- I've been wanting to skip cutscenes since about my 2nd ever created character. Once you've seen them 30 times, you don't want to see them, at least for a while anyway. Give us a skip button! Pleeeeeaaaaaseee! ----- Escort missions should have the idiot stupid NPC follow you, not the other way around. Unfortunately, there's no other way to know where to go the first couple of times without the NPC leading b/c so many of these are outdoor missions. At the very least, the NPC's should be made NOT STUPID so they don't act like they're trying to die. Maybe they should stop if you get too far behind them. ----- Skipping to the vehicles: with all the nerfs I've heard about on vehicles, are they really as valuable as their prices? Maybe at least some of the vehicles should be buyable with globals, since they they aren't what they originally were. Frankly, I'd be perfectly happy with a fast, unarmed vehicle because I don't use them in combat, typically because I don't have them to begin with. ----- Thinking about the Kill/Collect quests, I've come to the conclusion that these were implemented because grind was in at the time. I find them, well, endurable. The thing that actually bugs me about them is that they are usually repeatable missions, and these never disappear from the Socrates list (Crime Computer). Which got me to thinking about that list.
The missions on the Socrates list should be organized by Zone, maybe even on different tabs, but at least in zone order. Also, missions you've outleveled should GO AWAY. They are useless once you can not longer get XP from them.
On a side note to that, there's the Onslaught mission, which you get EVERY SINGLE TIME YOU ZONE TO MILLENIUM CITY. Put that under Socrates on the Socrates list so it will be easy to find. I have had to drop that stupid mission so many times it isn't funny. I don't need that mission when I'm just going to check for something in my bank or whatever, only if I'm actually going to do that mission. I'd be perfectly okay with that mission being on the list forever because it doesn't have a level limit, but I don't want to have to deal with it EVERY TIME I ZONE TO MC and EVERY TIME I EXIT A MISSION IN MC. It's irritating.
Comments
Honestly just got back after years and couldn't even pass whiteout solo on a Marksman.. Why even have free silver if the game is only usable as a subscription..
End game content is great but if new customers can't even play you've got a dead game on your hands.
Honestly do not remember this being this hard in 2011 when i quit?
The Dragon Lofwyr.
Also... feel free to team up. Stuff like Whiteout is way easier if teamed.
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I would love to see time traveling missions akin to what they had in CoX. I always thought those were so cool!
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2.) Seperate zone maps, CoH style. More than just warehouses and sewers. (New to the game, so not sure what other mission levels there are, but from what I can tell, there are no separate zones, like boomtown, etc. I get it, it takes server space, but this would make the game way better.)
3.) Make the power building more flexible, and include more power sets overall.
4.) Have the devs more involved in the community, live stream playing, as said by others.
5.) Encourage group missions besides alerts, and allow varying lvls to be involved in these missions. Better UI for finding a team and SG. I couldn't figure it out when I tried.
Another example would be a chi-focussing martial artist that has strength as one of his Super-stats. I don't want my comic-book martial artist to be strong enough to lift a truck so I just rationalise this high strength as the ability to channel my chi to deliver devastating punches and kicks and to brace myself to reduce knockback.
Click here to check out my costumes/milleniumguardian (MG) in-game/We need more tights, stances and moods
Regardless my suggestions would be this:
1) I enjoy Sky command and Harbinger for one thing, changing things up in regards to aerial combat. In those combat sequences for those characters who are not flyers, vehicles/hover-pads are provided and that’s nice. I want to see that expanded upon.
I would like to see a few more missions or locations added in the areas that encourage aerial transportation/ combat. While we may not be able to get expanded areas, adding a sky fortress to millennium city might be cool. I feel like I am the only one who still flies above the buildings and blimps in hopes for seeing something new. You have all these high rise places that could be used as access points to other locations it just feels like wasted potential. If we cannot expand outward, why not use our air real estate a bit better?
2) I know others have suggested this but a polearms weapons pack would be nice for lances, spears, halberds and the like. The trident was a nice touch, but I like to see more.
3) Lastly I would like to see the Nemesis system revisited. Heck! Being able to “level” or improve your nemesis after each defeat as opposed to creating new once would be a nice option. Having our nemeses become as strong as the Champions Rouge gallery would make the experience worthwhile to me.
Also.... you can find pieces of gear with the same name but different pictures. so yeah....
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> 2.) Seperate zone maps, CoH style. More than just warehouses and sewers. (New to the game, so not sure what other mission levels there are, but from what I can tell, there are no separate zones, like boomtown, etc. I get it, it takes server space, but this would make the game way better.)
>
> I may be misunderstanding this; but you have been to the desert, Canadian wilderness, Vibora bay and Q-Warzone right? Or would you like each of these zones to have more subzones to make them bigger?
>
Like I said, I'm new. I haven't seen the size of them yet, so not sure, perhaps my assumption was wrong.
Not saying your point isn't valid; if you stay in Force, you can get it a bit earlier anyway. It's a trade-off, however, because you can only have one active toggle and this toggle doesn't increase your damage or generate energy. I don't consider it to be overpowering. Just my opinion--again, your lower super stats at level less than 20 (esp less than 15, when you don't even have the third) are not going to make your character or team invincible.
Are you sure about IDF stacking significantly with more that one player on the same team using it? I thought the old habit of multi-stacking Aura of Primal Majesty caused Cryptic to kill that.
What I was trying to do was use a "sonic hero" concept. The game has the perfect energy builder for it, Sonic Blaster. However, after that there aren't very many sonic blaster powers to go with it, just Sonic Boom Generator. I find this power annoying because it has a small AoE, it takes way too long to fire on tap, and it costs too much for what it does. (My char is level 15 and has Int and End as super stats, though I don't have a lot of the latter yet.)
Your other "tech" choices are: Experimental Blaster, which I find even more annoying than SBG; Pulse Beam Rifle, which doesn't fit my character theme, Experimental Burst Ray, which is shorter range and doesn't fit my theme; and Sonic Arrow, which I'm already using on another similar-themed character.
After thinking about this a while, I'm wondering why there isn't an entire Sonic Blaster set. If you have a Fire character, you have a fire energy builder and a 100' fire attack, as well as various other fire abilities, but for sonic you basically have the EB and SBG. That's it. So if you wanna rely on your cute little sonic pistol (or, ahem, manly noise-maker), well you're out of luck (unless you feel completely differently about SBG than I do, I guess).
Considering the theme of Gadgeteering, I'm surprised there aren't more options for sonic blaster & experimental blaster. Sometimes you just don't want to change weapons every time you use a different power.
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Definitely stacks up to three times (or at least it did last time I logged into the game), same as AoPM.
What I was trying to do was use a "sonic hero" concept.
It's not the easiest one to do (took me a while to get something that worked). Adding Sonic Device to your power set helps - you can get it to work as a double damage AoE/stun with any of the charged blaster powers. Other than there's Hyper Voice..... hopefully they'll get a chance to fill in the power gaps at some point, Sonic would be a very popular power set (it keeps on coming up in these threads).
A plant archetype. I'm thinking long range (vines, branches) with defensive status affects (poison, serenity).
I'd also like to see some better wing and tail designs and animations. I was deeply disappointed by how felxible the mechanical wing costume piece turned out.
Multiple main stories for each area. I feel this would ease the dreariness of repetition for people playing multiple characters and having to fight the purple gang over... and over... and over.
A limited open source for the costume design tools. Let players apply for a license, design costume sets for approval (e.g. make sure they work and they aren't breaking cppyright laws) and then if they get approved by the staff, their costumes could pop in the zen store and the players who design them could get 12% of the zen that the items take in.
Rather than having to choose from a pre-desgined set of swords, axes and hammers, I'd love to see a design system for large, small and ranged weapons.
Evil clown henchmen in the nemesis database.
Champions Online resembles a Barbie title. This game has and will always be about dress up, capitalize on that. We need to be able to dress up pets, sidekicks, and even weapons. We need that sidekick creations system. Focus on customization. Champions Online will never be DCU. We also need a window where we can do things to our pets. Change the tails, change the colors or add horns, or fur to them, stuff like that.
Screw it man, go all out.
Less annoying Energy recovery: There are few things more irritating than having to chew through a beefy destructible object with nothing but an energy builder. I think energy recovery would be improved if it was changed to recover at increased/out-of-combat speeds after a few seconds if you aren't EITHER using powers OR taking damage (either condition individually would trigger the effect). Also, I don't know if all objects should be viable energy builder targets, but at the very least ones that have to be destroyed for missions should be.
Unlimited Mission Journal: Or, at least, a much larger limit than 15 missions at once. If that's too much to ask, at least repeatables and event missions shouldn't count towards the limit.
Cutscenes: Ditch or Alter: Do we really need to sit through 4 unskippable cutscenes on a 5 minute alert? For alerts, specifically, I wouldn't mind if cutscenes were dropped entirely. For ALL cutscenes, I'd like a way to skip them (maybe a group ready check?), continue using the chatbox while they're going, or, at the VERY least, still be able to alt-tab out of the game once they start.
Standardize/Fix Escort Missions: No one likes escorting fragile NPCs, especially if you're not built to protect them. Non-combatant NPCs should be invulnerable (but will still stop and cower when they see enemies). Fighting escorts should have high health and regenerate automatically between fights. Also, please fix the thing where it counts as a death if an escort reaches their destination and despawns when you're not right next to them.
Rebalanced "Kill X/Collect X" Quests: For repeatable missions where you have to kill 150 enemies in a certain area, or collect x number of random drops, the other quests in the neighborhood often don't put you anywhere close to completing the repeatables, leading to either having to grind the remaining enemies, or dropping the mission. I'd like to see these missions rebalanced to reduce that.
Tutorial/Crisis "Flashbacks": I'd like for there to be a way to "replay" the tutorial zones, mainly so that it'd be possible to go through them with lower-level friends. It'd be good to auto-reduce your level to an appropriate one for the crisis zone in order to prevent griefing. For the Millennium City tutorial, disabling travel powers could work too.
Starter Vehicles: Seeing as the devs went through the trouble of creating a vehicle system, I think it's odd that they locked it (almost) completely behind a paywall. I think there should be some (non-event-based) way to get a "vehicle voucher" for one basic vehicle for free. Possibly at level 15?
Separate PvP Builds: This is more of a fantasy, and likely too controversial to ever implement. But my philosophy is that PvP should be about player skill, not character level or gear. To that end, I think characters should have separate builds for PvP. These builds would 1. be level 40, 2. be able to have mostly or entirely separate powers (etc.) from the PvE build, and 3. have distinct PvP gear, available for free, with a selection of sets to choose from. The goal would be to put everyone on even footing. Obviously, there'd be a lot of issues in implementing something like this (archetypes, for instance), and any kind of major change this late in the game would probably just kill PvP for good, but eh.
My super cool CC build and how to use it.
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My characters
My super cool CC build and how to use it.
1) Better power balance. This game suffers from a serious case of "this power is amazing (lightning storm, avalanche) but that power is garbage (storm summoner, snowstorm)" syndrome.
2) Better interchangeability. What they ended up making in terms of powers is a weird, janky mess of powers that are supposed to synergize when built "properly," but new players aren't given any real indication on how to put it all together.
So, while the dev in question may have wanted Lightning Ninja to stick to his theme of Lightning and Single Blades, what actually happened is that Lightning Ninja fell into the trap of making a character with powers and stats that just don't work well together. He looks into respecing, sees what a pain in the **** it's going to be, and works on making a decision: grind the ingame currency required to respec, swipe the credit card to respec, delete the character and start over, or quit the game entirely.
TL;DR: The developer who said that is shortsighted and didn't consider how the decision to make respecing such a pain would actually work out in the game. And now we all get to suffer because of this design choice.
My super cool CC build and how to use it.
(Punctuation: It's the difference between knowing your crap and knowing you're crap.) ^_~
I take no responsibility.
My super cool CC build and how to use it.
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I've been wanting to skip cutscenes since about my 2nd ever created character. Once you've seen them 30 times, you don't want to see them, at least for a while anyway. Give us a skip button! Pleeeeeaaaaaseee!
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Escort missions should have the idiot stupid NPC follow you, not the other way around. Unfortunately, there's no other way to know where to go the first couple of times without the NPC leading b/c so many of these are outdoor missions. At the very least, the NPC's should be made NOT STUPID so they don't act like they're trying to die. Maybe they should stop if you get too far behind them.
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Skipping to the vehicles: with all the nerfs I've heard about on vehicles, are they really as valuable as their prices? Maybe at least some of the vehicles should be buyable with globals, since they they aren't what they originally were. Frankly, I'd be perfectly happy with a fast, unarmed vehicle because I don't use them in combat, typically because I don't have them to begin with.
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Thinking about the Kill/Collect quests, I've come to the conclusion that these were implemented because grind was in at the time. I find them, well, endurable. The thing that actually bugs me about them is that they are usually repeatable missions, and these never disappear from the Socrates list (Crime Computer). Which got me to thinking about that list.
The missions on the Socrates list should be organized by Zone, maybe even on different tabs, but at least in zone order. Also, missions you've outleveled should GO AWAY. They are useless once you can not longer get XP from them.
On a side note to that, there's the Onslaught mission, which you get EVERY SINGLE TIME YOU ZONE TO MILLENIUM CITY. Put that under Socrates on the Socrates list so it will be easy to find. I have had to drop that stupid mission so many times it isn't funny. I don't need that mission when I'm just going to check for something in my bank or whatever, only if I'm actually going to do that mission. I'd be perfectly okay with that mission being on the list forever because it doesn't have a level limit, but I don't want to have to deal with it EVERY TIME I ZONE TO MC and EVERY TIME I EXIT A MISSION IN MC. It's irritating.