With the electric rebalance having recently been released, I kind of noticed how generally similar elec's setup was to play compared to Sorcery, and how that powerset set itself up for single-target DPS (though a bit harder for elec honestly, since it doesn't have a 'Willowisp+Guide' ability yet). When I really got down to it, though, it seemed that all the redone powersets seem to all boil down to the exact same core components, depending on whether they were ranged or melee.
Things to have if you're a Ranged DPS powerset:
- A tier 0 blast that applies your set's defense debuff. Failing that, it has an advantage that will grant you the defense debuff, alongside having some other key effect or synergy on the base power instead.
- Some weird, low-tier sphere/AoE attacks that refresh the debuff and have 4+ advantages, usually has Recovery on it.
- Low-tier cone attack that mainly covers a ton of ground and has other utility advantages
- Some other various ranged attacks that have advantages or traits that synergize with one other set very well, or more.
- Super-powerful single-target DPS that either hinges very strongly on utilizing the set's main buff/debuff (i.e. furious), or otherwise has an advantage that enables this interaction. It's either a charge or a maintain.
- Powerful/large AoE ability that applies defense debuff to several enemies at once. Not always present.
- Highest-tier DPS AoE that just slams out damage like nuts. Potentially even more damage if the above isn't included.
- Toggle made to work with a strange stat that will stack specifically when utilizing the unique buff the set incorporates into its setup.
- Energy Unlock that is similar and always only will return energy over time within a 3 second window.
Things to have if you're a Melee DPS powerset:
- Combo attack that applies your set's defense debuff, and is usually a powerful AoE. Has advantages that plop on even more debuffs.
- Click-stun attack with no cooldown and crappy damage output, always has a trauma advantage.
- Esoteric low-tier melee AoEs that apply some other buff/debuff, and otherwise have advantages that synergize with other sets.
- A pseudo-ranged attack that's classified as melee and provides crazy good benefits to melee tanks for aggro stuff, including pulls, cones, and spheres. On spheres, usually they also get Restoration.
- Lunge that does nothing but close distance, snare, and then either stun, root, or knock down the target with low damage.
- Tier-3 single-target attack that strongly utilizes the buffs/debuffs from the other powers in the set, is guaranteed to be a charge attack.
- Gimmick/alternative melee spike attack that usually just exists to refresh or exploit a specific debuff instead of actually be properly ruptured or used to generate more damage, i.e. Eviscerate.
- Toggle made to work with a strange stat that will stack specifically when utilizing the unique buff the set incorporates into its setup.
- Energy Unlock that is similar and always only will return energy over time within a 3 second window.
Do others feel this way? Is this a good thing or no? Like, does the dev team follow this template way too closely, or do you think it has enough wiggle room to keep other powersets feeling unique in gameplay versus other playstyles?
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It annoys me that currently most revamped powerframes are forcing you to stay in set for the best potential (exception is perhaps only Mystic family) while there is little to no synergy with other sets
I understood over the years that there needs to be a Balance so people wont abuse the "Take this power and do DPS without set up" (Like Two Gun MoJo and Lighting Arc builds, remember those?)
But on the other hand I like set ups in builds. I was never fun of 1-attack-button builds and i have no problem using 3 powers for set up (except of Telepathy... which requires the ENTIRE FREAKING SET)
i feel that I have became impatient waiting for more new revamps since the recent ones showed how bare bones or/and underwelming the existing powerframes are (celestial, force, might e.t.c) but having to wait 2-3 Months inbtween is killing me
Many powerframes sure feel like they lost their Uniqueness (LASER SWORD is basically Bestial now that the Rapture mechanics got NERFED) but what can I do?
Cynical and Bitterness wont change , I carried on and adapted despite there are many changes that i really didnt like
Laser Sword's actually got a different problem I feel, but also probably points out one of the best efforts they're making in improving sets in redoing them. It has roughly 2-3 different ways to rupture and benefit from it, but in the end most of the methods of using laser sword for DPS kind of fall flat in comparison to just applying Disintegrate and Download, and then spamming Lumi. Slash on your enemy until dead. Laser Sword and Electricity seem to both highlight a problem of debuff-based sets (i.e. Negative Ions and Particle Burn) becoming a bit too diluted in mechanics, and therefore suffering heavily in performance for this.
I really do hope some of the later sets they cover try some more interesting things, or perhaps even preserve parts of the set that were already in place that made them interesting. Like, Might is a set that's all about extremely strong burst damage - what if Demolish was adapted to apply a 'Rising Knee' like debuff that caused the next 2 melee crushing attacks from you to 20% more damage? In archery, which has damage types all over the place, what if Straight Shot's defense debuff got the timed effect, but still retained a global Archery-attack weakness effect, or maybe superboosted crit stats? Heck what if (some aspect of) gadgeteering relied on using debuffing mines to slow enemies in like a laser-net and apply its particle defense debuff?
Why use rising knee when you can pick up a crushing debuff from another set? Or better yet, why not just stack both? Should debuffs be restricted to specific sets (ie powers outside of the set can't make use of them) to allow for more unique damage boosting effects? How would that affect team content? There are a lot of things to consider when looking over powers.
A free power system like what Champions unfortunately has the downside of having to build sets taking into consideration what every other set can do. When revamping sets we try to give them identities that set them apart from others, but we don't have much wiggle room in that regards without making the set super restrictive.
Laser Sword is a pretty good example. Prior to the revamp the 'set' had a one button wonder and an additional series of attacks to give it a damage boost. While the one button wonder saw a bunch of use, practically no one used the other abilities even though they provided a massive damage boost that brought the set up as the hardest hitting melee set of the time. (Seriously the old damage boost it gave was insane).
Even though the benefit of using those abilities was great, they were pretty clunky, ate up a ton of powers in your build and didn't have much use outside of setting up that damage boost.
But yeah, when thinking of effects for powers, you have to take into consideration how other sets can utilize them, how it impacts things when other players are throwing around effects, and if it'll give the set an advantage over others. We want sets to feel like their own, but we also want all sets to perform roughly on par with one another so no one feels like they chose the wrong set.
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CO is a unique game in how flexible it is. Which may be the problem. It sucks because I'd love for the game to be more popular. But I think the sheer number of build choices scares people away.
But in general, that's kind of part of the reason there probably should be some steps being taken to standardize or reorganize defense debuffs. On one hand, yeah, you can double-up defense debuffs via Demolish/Rising Knee, but on the other hand (aside from Rising Knee not being a great debuff), it's generally more effective to combine Demolish with a quicker crushing debuff if you're going with that damage type, like Armor-Piercing. Heck, instead of full-charging a demolish, you could probably get a similar effect by combining Chest Beam (burn through) and Burst Shot: both taps, both AoE, about 30% crushing damage resistance debuff. 2 Taps. Probably a boatload of energy used up. Then you could probably put No Quarter on top of that and get even more crushing debuff.
This is like a prime example of how other sets are utilizing neighboring powers, in ways that don't feel entirely intentional. Kind of like teleporting mine-layers or lightning-flinging power armors (back when you could trigger Lightning Arc erroneously alongside Power Armor attacks.) There's also the less serious problem of players cherry-picking the best options from different sets (i.e. a Dual-Blader using Dragon's Claw) but that both doesn't look great visually to rapidly switch weapons, and honestly, the sets are similar enough that it's probably not that much of a performance gain to take it above Dragon's Wrath (pretty sure meta MA builds make use of setups like this though.)
I'm really not sure why the sets are so similar when the crossover between sets is so narrow anyways for most cases. Munitions and Infernal are big exceptions since they have tons of utilities that supply stuff to Fire, HW, Might, Sorcery, Shadow... But then what about a set like Fire, or Ice, that practically define the damage type they use? Especially when we begin getting super-deep into the energy-projector sets, it's a concern, because Elec seems like a bit of a disappointment to me, levelling. Is having its fundamental layout of what applies debuffs and buffs differ going to make other sets that use electrical damage break? Probably not, since I don't think Taser Arrow is exactly used for its electrical damage. It's AoE centric, but still has its blast apply Superconductor to one target (While requiring another debuff to apply, that has no direct effect outside of the powerset it's being used by). The alternative to that is using a slow, charged AoE hold that does no damage while you're charging. Compare to the Skarn's Bane or Minigun that both are powerful AoEs and apply their effect on a full maintain. In any case, the debuff is to fuel a single-target Soul Beam reskin that drains energy faster than your EU can normally supply and doesn't even do that great of DPS when set up correctly with both Ions and Superconductor. (Back to that archery combo from above: pretty convinced, at least on a levelling build with Heirlooms, Straight Shot+Frag Grenade/Armor Piercing is pumping out more damage on average than Lightning Arc+Chain Lightning/Superconductor+Lightning Bolt, while simultaneously feeling a lot less like a hassle to play).
im probably a little salty about how elec turned out. Like looking into the set, yeah, it's pretty unique in how it handles things, but it also is kind of clunky. And essentially considering that it's the only set that primarily makes such heavy use of the Electric damage type, it seems like it'd deserve maybe a bit of an edge over, say, the 6+ sets that make use of Physical damage for its complexity.
Forms and Energy Unlocks
These two things tread each other's functionality and mechanics to the point where you could just merge one with the other and call it a day. Additionally, when used in their "proper" set, the user doesn't even really need to think about meeting the trigger conditions at all because it just happens naturally as you push buttons. Take Sorcery's Enchanter form and Conjuring energy unlock for example--while there's subtle differences, the underlying theme with both is "use powers that apply enchantments and curses to make these work." Since the active mechanics of Sorcery--the set's primary damage debuffer as well as several additional effects on various powers--all make use of enchantments and curses, this part is covered. So what exactly do forms and energy unlocks even add in terms of gameplay value? I can't think of anything, to be honest.
"Consuming Stacks of [Buff/Debuff Here]"
You forgot to include that for melee sets. Just about every melee set is infested with this mechanic, so if you want to play melee, you have to learn to like it or tough luck. Seriously, the only melee sets which lack it are those which haven't been properly given a tuning pass yet, and this actually makes me dread the day when they finally do get reviewed. As for the "gimmick melee spike attack that doesn't consume stacks of [generic buff/debuff]," I'd really like to see those buffed to be a true alternative. You know, because some of us actually want to use those buffs/debuffs as actual, active buffs/debuffs and not some junk that just gets counted to 5, consumed, repeat.
Energy Unlocks and the "Every 3 Seconds Over 6 Seconds" Rule
I'm actually okay with this part. It's a straight QoL upgrade from the older model of "returns energy when X. Cannot occur more than once every 3 seconds," and this is especially true for sets where the trigger mechanic is sporadic rather than smoothed out.
- - -
With that, I have several criticisms regarding this model:
Homogenization, but Without Flexibility
I could understand making every framework samey if they were all meant to be mixed and matched more easily. For example, apply the damage resistance debuff with Hex of Weakness, stack Plasma Burn with Lightspeed Strike, then either consume it with Ego Blade Annihilation or utilize it with Lightning Arc. Hot dog! Just look at that cross-framework synergy and the flexibility it would give for someone wanting to create a hero themed around multiple weapons/attack types instead of being limited to just one.
Unfortunately, what we have is the exact opposite. Your damage debuff limits your power choices to certain damage types, or even a single type in many cases. If that wasn't enough, you're stuck taking at least 2 more attack powers from the same framework--one to stack [disposable/uninteresting junk debuff] and the other to either interact with it or consume it. Then, have to find a form and energy unlock that works with them, further locking you into a single framework unless you want to make energy generation and form stacking something you more actively have to manage. It's a big mess and a pretty raw deal IMO, but it's what we have, so...yeah.
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Previously, only a handful of sets had buffs and debuffs that boosted damage which made them primary choices to perform that role. What is desired is that all sets become viable in all roles and in all content. Unfortunately, before we can branch out to each set having a unique identity again, the team must first ensure each set is balanced by their chosen route with little deviation. Once this is done, we may start to see more uniqueness within each set, and perhaps more ways to mix and match them.
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Electricity's new cone attack is interesting, as are some of the other changes. I still didn't like the way the Tempest was reworked; I spent a lot of time learning to like that AT, then my playstyle got skewered. So pluses and minuses, here and there.
The thing where they made lightning arc a higher-tier power confuses me. Some have said it was overpowered; I don't really agree with that. Replacing it with chain lightning was both good and bad--it was silly to have a perfectly good blast power that wasn't used on any AT, but I don't care for bouncing attacks. (Even LA can bounce, but it is still basically a one-target power.) Perhaps a better change would have been to make the level 1 power a choice between lightning arc and chain lightning, but the devs decided to move LA up a few tiers. As I said, I didn't consider it overpowered. The way some people talk about it, you'd think a tank or healer could take it and blow holes through Qwijibo. As for its use on the Tempest, none of the ranged damage AT's were short on damage, so far as I know.
I'm even less enthused about telekinetic assault being shoved into a higher tier. I liked the option of using it as my first single-target attack. Some have stated it was OP, but I never saw it as such. The changes to the TK sword also don't work for me, not so far as I can tell, but I still use a couple of those powers on a freeform or two because they do what I need them to without regard to ego leech.
Probably the main thing I've noticed is the problem I have getting energy return on my elemental freeform character, who has fire, ice and electric powers. If I chose powers to return energy from one element, the others just drain me. Maybe a more general form that is slightly less effective would be a good idea. They could put some kind of broad-themed energy return on inertial dampening field; it increases your energy costs by 10% (like other toggles) but doesn't supply any energy in any way. It would be good for certain tank builds, at least.
If your builds are feeling samey, I'll point you to the true culprit: content where all you do is dps one big boss. You cast your nuke, you keep up your debuff, and you do literally nothing else because there's literally nothing else to do. DPS builds made solely for this content are going to be samey and boring based entirely on the fact that DPSing this content is samey and boring in regards to how you use your powers. Cosmics are kind of a terrible way to show off this game's build potential.
On the other hand if you hop into the QWZ and start to solo some dailies you might notice that different sets do play differently. Unfortunately the CO community has shown that they don't want more of this kind of content, so the devs aren't going to make any - so enjoy nuking big bosses in the same way with every toon forever!
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In general I think there is enough wiggling room to improve on the distinct feel of sets a bit more. I would prefer more sets that do something similar like TK, have some in set synergy that requires use of 2 or 3 powers, and just have the debuff build into that. I am aware sets do something a bit similar already, but that synergy if often not overly interesting by iself, in particular the sets that depend on refreshes (most of melee and lightning) for debuffs make you focus on that part quite strongly.
The only reason I don't do QWZ dailies is because it literally doesn't help me to unlock the coolest stuff (and also I don't need more SCR/GCR right now). You can get tons of tokens by farming that stuff, but it will not let you buy things like the Raptor heads, or Kiga parts, or Shadow-Destroyer costume pieces by itself. Because you need to complete 10+ runs of a cosmic fight to get them! And the last multi-target boss fights that were added to CO had the mobs (the green orbs in Eidolon) specifically resistant to AoE attacks, so lining up and attempting firing down some cones or spheres onto the green orbs was completely inferior to having the team split up and coordinate a ton of single-target attacks on them.
If anything, the high-level cosmic content that enables players to get that stuff in the first place could likely use more mobs. And not stuff that just spends the whole fight being held in a successful run. But that's all stuff that's been discussed heavily in another thread.
I agree with a lot of what you're saying here; there is still a lot of variety in the redone sets and the problem is with content and not the revamps. I think where the "samey" problem lies is that the core mechanics of each redone set are very much the same. Even in QWZ, most of my builds are playing very much the same way, I just use an AOE instead of the ST I use in cosmics. Outside of the core debuff/nuke powers the rest of the skills do feel different but are mostly just taken for flavor and not out of necessity. Both my electric and sorcery builds have 2-3 powers that I swap out regularly because they are simply not necessary for any of the current content. So while there is variety available, it's just window dressing the way things are now.
I've seen changes to sets which, in some instances I do not agree with or like and in others, are quite shocking and really cool to have in game.
Example: I think the addition of a Ranged Form for Telekinesis is excellent, however I do not like that it was forced to be DEX only. Especially considering that Mental Discipline was adjusted to be more competitive with other forms by scaling with DEX and being a melee based form (great idea IMO, but kinda takes away the multi use MD had, but then again, I feel that my characters / builds benefited from the Mental Disc change). I know there are some who "don't really look at the stat name or care", but I don't follow that line of thinking unfortunately, especially since Ego does what it does for ranged damage. It'd be like creating a melee form for Might and having it scale on Intelligence.
^ That being said, I have to say I was very shocked to see positive results from the Telekinesis Review, so that's given some hope.
For me, it gives me an idea of where my babies,
[You may not use these words]may be when they come around for revision. (This is of course not taking into consideration any biases or negativity which may sprout from that...as they garnered in the past...)I think the breakdown of what is happening per set in your OP is pretty spot on.
CO's freeform system is still available, but I think due to the desire to get everything on the same page...and in the WAY it is being done, it may feel like a much more restricted system in terms of cross frame work play and building.
Then again, it may be that "all" sets are brought to be on the same page / level and then cross frame work advantages etc are brought in, but I can't see that happening.
The changes are also a good way to control, to an extent, how players build. If you create 3 options for optimal DPS, optimal tanking and optimal healing etc, then it is easier to judge what is 'over performing' or what may become problematic for future content.
I view it similarly to how certain things were changed quite a bit before the Cosmics were revamped.
You can imagine if we had the QWZ and revamped Cosmics now, without any Device/INT/Dodge changes but just gearing and mod increases added. A greater number of different players would likely be able to clean the available content in an unintended way or rather in a way which circumvents some of the mechanics put in place.
Equally, as I've recently discovered, embracing some of the new changes can be quite rewarding.
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tl;dr - you can see how different two builds are by taking lots of attacks and getting through content by relying on just attacks. Won't work at cosmics of course since there's nothing to do other than STNUke.
The sets are actually quite diverse, the game is just currently terrible at showing that off, both because the content it motivates you to do is so singular in what it asks you to do offensively, and because it still allows players to take the usual ezmode powers that make it so you don't have to do anything interesting even in content that merits it.
It's actually kind of funny how the devs are really letting all their hard work go to waste. All this effort so we can do a glorified version of a Smash Alert.
My super cool CC build and how to use it.
I'm really glad they kept Ego Leech rapturing and that the revamp made Melee Ego Blade variable
In light of that, what we're left with is:
So yeah, it's a mess of sameyness, but as Kaiserin said, they don't want to run the risk of one set feeling like the "best choice" so this is what we have. The potato that is CO frameworks comes in many different flavors and colors, but ultimately, we'd better like the taste of potatoes or be out of luck.
I just hope that, going forward, they might least consider the option of allowing multiple playstyle options within each framework instead of making them one-track only. Not everyone wants to count to 5 and consume stacks of [some crap buff/debuff here], for example. Some might prefer a strong charge attack while others might prefer the maintain meta we have now. Even others might prefer the strong attack to be a combo. For AoE, some like cones, others like spheres, and even others prefer PBAoEs.
As things stand now, only some people are getting the playstyle they actually want, and worse yet, as these reviews continue, those nonstandard playstyles are being driven closer and closer to extinction. The meat of most builds from a given framework completely lacks meaningful options for diversity. Here's what I mean:
Storm Elemental: I throw chain lightning at my enemiesss to debuff them, hurl a ball lightning at them, then fry them with my lightning arcsssss. Againsssst large groupssss of foessss, I rain lightning stormssss down upon them!
High-Voltage Robot: I AM PROGRAMMED TO DO THE EXACT SAME THING. WE ARE COMPATIBLE.
Lightning Wizard: Wow, me too. Hey wait, all of our attacks are the same crap? Really? Screw that, I'm taking this cone attack to be different.
High-Voltage Robot: KNOWLEDGE OF THAT ATTACK PATTERN IS WITHIN MY DATABASE. I DO NOT USE IT BECAUSE IT IS SUB-OPTIMAL.
Lightning Wizard: Well, then I could charge this chain lightning power for a different playstyle and...
Storm Elemental: Ssssssorry, but that power hassss been dessssignated a debuff applier. It issssssn't allowed to be good at much elssssse.
High-Voltage Robot: ALSO A TIER SYSTEM EXISTS FOR POWERS AND CHAIN LIGHTNING IS DESIGNATED TIER 0. TIER 0 POWERS ARE NOT AUTHORIZED TO DISPENSE MEANINGFUL DAMAGE.
Lightning Wizard: ...Damn it. So we're all 3 very different characters, but we have to fight in the exact same way?
High-Voltage Robot: AFFIRMATIVE.
Storm Elemental: Sssssorry flesssshling, but thatssss the way it issss for now.
Looks like we're on the same page then.
This was far more entertaining than it had any right to be. Also, sadly true.
My super cool CC build and how to use it.
There are lots of ways to play if you don't mind the fights taking four times as long. I have lots of toons that trade variety for efficiency too.
Nepht and Dr Deflecto on primus
They all thought I was out of the game....But I'm holding all the lockboxes now..
I'll......FOAM FINGER YOUR BACK!
My super cool CC build and how to use it.
Overall, though, those good points have been outnumbered by decisions which have made things players don't care about - like energy management - prominent and the overall "build stacks of X to do damage" meta, which limits build variety and makes all the sets play pretty much the same. I don't think that a game like this - which essentially involves playing the same content time and time again, but (hopefully) in new and fun ways each time - can afford to make both character building more rigid and gameplay more monotonous, and that's what the set changes have done.
As for "build stacks of X to do damage" meta... that's not the meta. It's a mechanic that certain sets have, and which is largely optional. Not sure why some people try to say every set is about rupturing now. Bestial had a rupture mechanic added, but it's certainly not required to be an optimal build ( I didn't use it when I passed Vixy's dps challenge ). Sorcery didn't get one, and neither did electric or heavy weapons. Infernal doesn't have one, it just has poison stack maintaining, which it has always had. Laser Sword got one added, but again entirely optional. TK has always had the rupture mechanic, and when the set got revamped the flow of using that rupture mechanic was improved. That leaves Single Blade, which hasn't been touched yet.
So 2 sets got it added in a state where it's entirely optional, and 2 sets already had it and it's still optional. So how is that the meta and how is it limiting build variety when these things are optional and you can still build high performing builds without them?
My super cool CC build and how to use it.
It would be nice to make a damage spike effect based on player skill and timing rather than on regular application of X followed by a guaranteed bonus. If, for example, when you got your five stacks of X on the target, the effect was to apply a damage buff which only lasted for 5-10 seconds, then that might make things more fun... how do you maximise the effect, do you go for a blast attack, maintain, can you double up with other effects...? You may even miss it completely if other stuff is happening, if you get knocked... use it or lose it is more fun than pre-planning best rotations.
Nepht and Dr Deflecto on primus
They all thought I was out of the game....But I'm holding all the lockboxes now..
I'll......FOAM FINGER YOUR BACK!
For me at least, character customisation is the reason to play the game. The world is too small, the mechanics are nothing to write home about and I'm not the most social of gamers. But making a character with a very particular theme and making a build to match that is interesting and viable to use, that's where the fun of the game is IMO. And that just can't happen if every set becomes its own self contained thing.
-Ogre
I color coded things to make the pattern easier to see. Note how, in almost all cases, ranged is a no and melee is a yes.
Need I remind people that "rupturing" as people call it has its name taken from an old World of Warcraft rogue ability that once behaved in the same way--it removed stacks of a bleed effect to boost its own strength. WoW's dev team has since removed this mechanic from the Rupture ability (note that combo points are a resource like energy, not a buff/debuff) as well as the 1-2 other player abilities which used similar mechanics. It literally doesn't exist anymore in WoW. Not on its former namesake ability. Not in on any ability. It's yesterday's garbage, and yet it's the norm melee in this game for some reason. I'm just curious about why that is.
Been there done that
It's like saying all Power Armour characters are ROBOTs speak for yourself, Just because YOU don't like Rapturing mechanics, it doesn't automatically make it "Cancer" mechanic
I personally love the Rapturing Mechanics ingame, they give you a way to create set up for melee sets instead of just pressing 1 button and I would get upset if they removed them
also you are wrong, range TK also has rapturing (TK Lance and Lance Rain) and thats what makes it so powerful
AND BOY I WOULD BE SO UPSET IF THEY REMOVED IT
also, Bestial and Laserswords use the rapturing mechanic only for Utility, NOT for Damage spikes like Single Blade and TK Blades
Also WoW is garbage so stop trying to use it as the example of "how do things right". There's a reason people are playing CO and not that sad remnant. If you want everything to be like WoW, go play WoW and stop trying to turn CO into WoW. You're not going to get any traction for your ideas here by saying "this is how WoW does it" since anyone who cares about WoW is playing it, and not this. If you're thinking "WoW has lots of players so if we do what WoW does then we'll have lots of players!" keep dreaming, that's not how MMOs work and it never has been.
Sounds neat. Reminds me of those specializations where you gotta aoe 30 times and you get a bonus buff for a bit. Issue is that you would need to somehow limit how often you can get stacks of X so that you're literally not just constantly under the effects of the damage buff ( since that completely ruins your premise ). If it means I gotta spam a combo for a long time between these bursts, I'm not really a fan. Spamming some charge X number of times could be neat tho.
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"Using it as the example of how to do things right" is your wording, not mine. I just wanted to remind people that "rupture" is a mechanic borrowed from and named after an ability WoW which has since been completely redesigned.
Last I checked, WoW had a slightly larger userbase than CO. Maybe I'm wrong though!
But CO already tries to be like WoW, so too late! Same targeting mechanics, same movement system, queued dungeons, raid dungeons, world bosses, and rotation-based combat rather than reaction/situation-based combat. I don't need to try to turn CO into WoW. It's already doing a fine job of that on its own. Which is fine, because I enjoy both games and the similarities makes switching between the two feel pretty seamless.
That's actually why I had a big green Yes by it.
SHUT IT DOWN
PS - there was nothing amusing about the way you grammar nazi'd a typo. It was just as lame as every other time someone did it and thought they were being slick.
My super cool CC build and how to use it.
Edit: Done. Now maybe it should be clearer
It's a warning shot across the devs' bow, that's why people say it. Please to not be making all the sets like this, and especially not the elemental ones; we like cross-set synergies and varied builds, not to be penalised for straying outside the tram lines.
1. They didn't make electric like that so I'm not sure why you're still "firing warning shots".
2. What's the problem? You don't like them adding options to sets? I thought you were part of the "muh build diversity!" crowd. You don't want sets to be samey right? So why aren't you supporting the insertion of multiple ways to build into sets? As I pointed out, you don't have to use the rupture mechanics, there are different ways to build in each set. Yes, if you choose a simpler mechanic than you'll do lower numbers, that's called game balance.
PS - "warning shot across the devs' bow" sounds so... edge lordy... geez
My super cool CC build and how to use it.
I only ask because I really love your optimism and enthusiasm on these forums, but in this case you seem to only argue your point by telling everyone else they're wrong... I'd really like to believe you but you've brought absolutely nothing to the table so far.
It's more yohoho, Spinny; a perfectly common British naval metaphor meaning "To forcefully request a change of direction".
I thought you were part of the "muh build diversity!" crowd. You don't want sets to be samey right? So why aren't you supporting the insertion of multiple ways to build into sets?
Because I'm less interested in building than playing, tbh, and the power set changes have broken too many builds, increased too much complexity, created difficulties with cross-set synergy that weren't there before, and made the whole thing a bit less superhero and a whole lot more micro-managing Negative Ions and the like. Most builds end up with a spare power point or two and I would gladly hand these over if someone would invent a power that just made stuff work nicely together with being so darn fiddly. Would definitely be of more use than a Tier III damage power which doesn't really cut the mustard.
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While the rebalance is one thing to consider? I have also noticed that a lot of the missions in dealing with NPC mobs at times seem to be OP as well. And keep in mind these aren't the NPCs that are higher in level than you. But the other way around.
I found these especially in "Lets Stop A Riot" and also the Canadian Wilderness mission where you have to save a clone from Hunter Patroits or it might be VIPER. The thing is there should be a good balance in game mechanics and if PWE is going to be lazy about their game balancing? Then they need to let some other company take over and have them do the job right!
Again, PWE=Im Perfectworld Entertainment managed by CEO Robert Hong Xiao. All about money and less about service.
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