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Alright Cryptic North, Gentleman Crush, I offer you some suggestions.

mk0063mk0063 Posts: 24 Arc User
edited November 2013 in Suggestions Box
First off I'd like to thank you for taking the time to read my post.

I'd like to start off by saying that Dodge changes was total overkill. Players who were originally Melee and Range Damage roles (and I'm not saying all of them, but most of those I know) have switched to Tank Role and now sporting a Defensive Passive. I feel that it totally ruined the "Free for all" mechanic by making it a liability for players to even consider Range or Melee Damage roles without sacrificing what made their characters THEIR CHARACTERS. From someone who spends 95% of his time PVE, it feels like you've made the game arbitrarily hard for those who enjoy those high damage roles, and especially archetypes who have no choice in what they have in concern of super stats and stats in general. I know you want to make big changes but that change was almost game breaking and it kinda forced a lot of players to take up Lightning Reflexes. Passives like Quarry, Way of the Warrior, and Night Warrior suddenly don't seem appealing any more and damage output across the board has drop significantly.

What I suggest is to bump base Dodge to 20%. End result would have Quarry around to 38%, Way of the Warrior at 40%, and Night Warrior around 35% (I'm guessing on that one feel free to correct me). By doing this, those passives with proper dodge gear don't feel so flat and unappealing and will help out those particular archetypes and archetypes as a whole.

Another thing I would like to suggest is to up the base damage on the Generic Spell casting powers (Like Eldritch Blast and attacks within the same Power Architects). Even with a lot of Ego and Dexterity, they do low damage to the point of not being usable.

Another suggestion is to provide alternatives to Concentration. I noticed that while every range power can benefit from Concentration, not all Power Architects benefit from it. If Fire, Ice, Wind, Electricity, Force, and Mountain had their own version of Concentration like Infernal Supernatural does, it would surely benefit players using those elements. Arcane/Primal/Ebon/Radiant Sorceresses could also benefit from having one as well.

Another suggestion I had was a Energy Unlock for the martial arts tree. With only having three passives (Way of the Warrior, Night Warrior, and Lightning Reflexes) they, along with the might tree do not have an energy unlock. Actually now that I think about it, the only energy unlocks are Molecular Self-Assembly, Overdrive, Killer Instinct, Hunter's Instinct, Ego Reverberation, Telepathic Reverberation, Spirit Reverberation, Ionic Reverberation, Thermal Reverberation, and Wind Reverberation. That leaves out Ice, Force, All of the Martial Arts, All of the Might, Celestial, Arcane, Primal, Ebon, and Radiant Powers. Now a lot of players have made it work in the past and they still do, but at what cost? Melee toons often sacrifice their main passive for Defiance to get energy, and Range toons often have to find creative ways to proc Overdrive and Molecular Self-Assembly which forces them to often take abilities that sometimes don't match their theme. So yeah, more Energy Unlocks.

And whilst I'm on th subject, there are some Passives I would suggest getting some tweeks.

Medical Nanites need a percentile resistance to all damage instead of DoTs. It'll make it a slightly weaker Regeneration Support Role players like healers, pet masters, and controllers can take to further help their allies.

If you're not going to budge on the base dodge boost, then giving both Quarry and Night Warrior a 10% damage boost across the board would be nice. At least it'll appeal to those who wish to use them.

Speaking of Damage dealers, Targeting Computer could use a change as well. Instead of receiving % less damage from the designated target, how bout % less damage over all? It'll be interesting to use and its almost like Quarry and Night Warrior in that sense.

How about another Passive for Munitions? Everyone has been clamoring for one and one would be greatly appreciated.

Well that's all the suggestions I have for the game. Like I said, thank you for taking the time to read this post and I hope you all have a great day.
Post edited by mk0063 on

Comments

  • aiqaaiqa Posts: 2,620 Arc User
    edited November 2013
    mk0063 wrote: »
    First off I'd like to thank you for taking the time to read my post.

    I'd like to start off by saying that Dodge changes was total overkill. Players who were originally Melee and Range Damage roles (and I'm not saying all of them, but most of those I know) have switched to Tank Role and now sporting a Defensive Passive. I feel that it totally ruined the "Free for all" mechanic by making it a liability for players to even consider Range or Melee Damage roles without sacrificing what made their characters THEIR CHARACTERS. From someone who spends 95% of his time PVE, it feels like you've made the game arbitrarily hard for those who enjoy those high damage roles, and especially archetypes who have no choice in what they have in concern of super stats and stats in general. I know you want to make big changes but that change was almost game breaking and it kinda forced a lot of players to take up Lightning Reflexes. Passives like Quarry, Way of the Warrior, and Night Warrior suddenly don't seem appealing any more and damage output across the board has drop significantly.

    The only fight that is hard for my melee dps build is gravitar. That is running night warrior dex, str and rec stats. If can still rush through and tank most bosses. For 90% if the game dps builds work much better then defense builds, a defense build is only useful when your defense is needed.
    mk0063 wrote: »
    What I suggest is to bump base Dodge to 20%. End result would have Quarry around to 38%, Way of the Warrior at 40%, and Night Warrior around 35% (I'm guessing on that one feel free to correct me). By doing this, those passives with proper dodge gear don't feel so flat and unappealing and will help out those particular archetypes and archetypes as a whole.

    Even after all those nerfs, dodge still gives better mitigation then defense on the majority of build. It is not in need of any buffs.
    mk0063 wrote: »
    Another thing I would like to suggest is to up the base damage on the Generic Spell casting powers (Like Eldritch Blast and attacks within the same Power Architects). Even with a lot of Ego and Dexterity, they do low damage to the point of not being usable.

    Agreed with this one, all blast and combo attacks could use some buffs. When using the specs that buff those kind of attacks they should be doing competitive damage. Right now only a few combo powers do nice damage, and blast powers are only useful for the preemptive strike spec.
    mk0063 wrote: »
    Another suggestion is to provide alternatives to Concentration. I noticed that while every range power can benefit from Concentration, not all Power Architects benefit from it. If Fire, Ice, Wind, Electricity, Force, and Mountain had their own version of Concentration like Infernal Supernatural does, it would surely benefit players using those elements. Arcane/Primal/Ebon/Radiant Sorceresses could also benefit from having one as well.

    How are you using your ranged attacks to have concentration not get to maximum stacks? Doing only tap attacks at close range?
    mk0063 wrote: »
    Another suggestion I had was a Energy Unlock for the martial arts tree. With only having three passives (Way of the Warrior, Night Warrior, and Lightning Reflexes) they, along with the might tree do not have an energy unlock. Actually now that I think about it, the only energy unlocks are Molecular Self-Assembly, Overdrive, Killer Instinct, Hunter's Instinct, Ego Reverberation, Telepathic Reverberation, Spirit Reverberation, Ionic Reverberation, Thermal Reverberation, and Wind Reverberation. That leaves out Ice, Force, All of the Martial Arts, All of the Might, Celestial, Arcane, Primal, Ebon, and Radiant Powers. Now a lot of players have made it work in the past and they still do, but at what cost? Melee toons often sacrifice their main passive for Defiance to get energy, and Range toons often have to find creative ways to proc Overdrive and Molecular Self-Assembly which forces them to often take abilities that sometimes don't match their theme. So yeah, more Energy Unlocks.

    I agree a few energy forms are needed, but not for MA. MA has rush, that is enough for energy. An energy unlock for ice, and one that works on knocks (scaling with ego and str) would be nice.
    mk0063 wrote: »
    And whilst I'm on th subject, there are some Passives I would suggest getting some tweeks.

    Medical Nanites need a percentile resistance to all damage instead of DoTs. It'll make it a slightly weaker Regeneration Support Role players like healers, pet masters, and controllers can take to further help their allies.

    If you're not going to budge on the base dodge boost, then giving both Quarry and Night Warrior a 10% damage boost across the board would be nice. At least it'll appeal to those who wish to use them.

    Speaking of Damage dealers, Targeting Computer could use a change as well. Instead of receiving % less damage from the designated target, how bout % less damage over all? It'll be interesting to use and its almost like Quarry and Night Warrior in that sense.

    How about another Passive for Munitions? Everyone has been clamoring for one and one would be greatly appreciated.

    Well that's all the suggestions I have for the game. Like I said, thank you for taking the time to read this post and I hope you all have a great day.

    The only passive I see here that needs a buff (again) is medical nanites.
  • m1ndfr1km1ndfr1k Posts: 173 Arc User
    edited November 2013
    im agree. they should increase dodge chance for ATs. coz 20-30% doesnt work good when u dont have heal ability.
  • flyingfinnflyingfinn Posts: 8,408 Arc User
    edited November 2013
    That's why C-store has potions.
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  • flamingbunnymanflamingbunnyman Posts: 2,035 Arc User
    edited November 2013
    flyingfinn wrote: »
    That's why C-store has potions.
    moustache.gif

    And so do various vendors who sell them for glibals.

    And so do vendors who sell them for recognition.

    And you get a 10-use healing item at level 1.

    And you get a 5-use healing item every 5-10 levels.

    And you get a 15-use healing item at level 40.

    And enemies drop Health Boosts periodically.

    And bosses drop dozens if Boosts, including Health ones, every tine you reach a midpoint marked on their Health bar.

    And you can get Healing Devices as drops and from the Auction House, including permanent ones like Supernatural Possession and Necrulitic Elixer (though Silver players will likely have to buy those directly from others, rather than through the AH).

    And you can team with a Support player who can heal you.

    Yeah, it's too bad that all damage an AT takes is permanent, and there's no way for them to ever get a single hit point back.

    Do I need to include <sarcasm> tags around that last line?
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  • chaelkchaelk Posts: 7,732 Arc User
    edited November 2013
    excuse me but my ranged DPS with no gear, with NA(offensive passive) is now at level 39.correction level 40, for the "build" see the off topic thread "morbid curiosity"

    dodge 26/ avoid 23.
    No survival problems.

    My healing is BCR +RR and if I remember to summon it, a guardian(usually used it in alerts or boss fights.)

    Extra damage for NA, you're kidding. It's already got extra damage and ignores 10% of damage resistance. I have +27% damage with NO GEAR. so thats base stats

    I am having no problems with doing missions. I'm up to nearly 300 of them.

    Most of my deaths are in alerts where I have the highest dps and nobody else gets aggro. No gear equals Defence under 20
    concentration
    I have wind/electricity, fire, force,earth toons
    None of them have problems getting stacks.

    The only way you would not be getting them, is if you are NOT using RANGED abilities at RANGE.

    energy unlocks-If I have maintains mostly- overdrive
    cd mostly- MSA

    spells mostly- supernatural power
    mentalist depending on tk/telepathy what I get.
    Increase for at's equals increase for everyone. I pack potions when levelling at's
    Stuffing up Freeform builds since Mid 2011
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  • tau41tau41 Posts: 83 Arc User
    edited November 2013
    Who are you hanging out with that can't play the game under the new dodge mechanics? I predicted the new dodge thing would kill off a lot of slotted offense "RAAAAA ALL THE DAMAGE!" builds, and I was right. Considering many of those builds are exploitive on top of dodge being a free ticket to passive DR, I really have no pity for them.

    Particularly free forms. AT's are a different issue, they all should get SOME kind of personal heal, although they are INTENDED to function as a group in the trinity model. I know, I know. Play... with other people? IN AN MMO? Crazy, I get it. Find a healer and try it some time.

    We played this game for a couple years before On Alert with two super stats and everyone running a slotted offense whining they were too squishy. In some cases, they were exactly correct (Targeting Computer comes to mind). In other cases, they were way off (Quarry) or not doing enough stuff to extend their survivability (Way of the Warrior/Unstoppable).

    My Unstoppable melee laser sword toon works JUST fine. Y'know why? 'Cuz I'm not 100% reliant on random procs for protection. I know how to block. I chose a block that is useful even when I'm not blocking. I have heals. I sacrificed some offense to make those heals BETTER. In fact, Solas still tanks when he can get enough aggro, and it's fine.

    Have you considered looking at all of your gear slots for improvements you could make? Dodge ONLY requires more work now. If you're building dodge without Lightning Reflexes, then you need a couple dodge increasing powers with it. Try Thundering Kicks for melee and Evasive Maneuvers for ranged.

    Or figure out something else entirely.

    To jump on here and campaign for buffs looks hollow and shameless.
  • mk0063mk0063 Posts: 24 Arc User
    edited November 2013
    Who are you hanging out with that can't play the game under the new dodge mechanics? I predicted the new dodge thing would kill off a lot of slotted offense "RAAAAA ALL THE DAMAGE!" builds, and I was right. Considering many of those builds are exploitive on top of dodge being a free ticket to passive DR, I really have no pity for them.

    Particularly free forms. AT's are a different issue, they all should get SOME kind of personal heal, although they are INTENDED to function as a group in the trinity model. I know, I know. Play... with other people? IN AN MMO? Crazy, I get it. Find a healer and try it some time.

    We played this game for a couple years before On Alert with two super stats and everyone running a slotted offense whining they were too squishy. In some cases, they were exactly correct (Targeting Computer comes to mind). In other cases, they were way off (Quarry) or not doing enough stuff to extend their survivability (Way of the Warrior/Unstoppable).

    My Unstoppable melee laser sword toon works JUST fine. Y'know why? 'Cuz I'm not 100% reliant on random procs for protection. I know how to block. I chose a block that is useful even when I'm not blocking. I have heals. I sacrificed some offense to make those heals BETTER. In fact, Solas still tanks when he can get enough aggro, and it's fine.

    Have you considered looking at all of your gear slots for improvements you could make? Dodge ONLY requires more work now. If you're building dodge without Lightning Reflexes, then you need a couple dodge increasing powers with it. Try Thundering Kicks for melee and Evasive Maneuvers for ranged.

    Or figure out something else entirely.

    To jump on here and campaign for buffs looks hollow and shameless.

    Hollow and shameless. All I'm suggesting that they re-balance things so not everyone have to be in tank role. I've already fixed my toons so they can do things during the dodge change. My goal here was not selfish as you not so subtly point out, but to just suggest possible changes that might help even silver players.

    But you know what, this will be the last time I try and be helpful.
  • flyingfinnflyingfinn Posts: 8,408 Arc User
    edited November 2013
    Don't include me on the 'everyone'.
    My offense roles are still in offense roles. If you were to forced to go tank role and defensive passive, you were dipping to the over the edge Dodge.
    Isn't that what people call 'a one trick pony'?
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  • mk0063mk0063 Posts: 24 Arc User
    edited November 2013
    Don't include me on the 'everyone'.
    My offense roles are still in offense roles. If you were to forced to go tank role and defensive passive, you were dipping to the over the edge Dodge.
    Isn't that what people call 'a one trick pony'?

    Actually no. The only character that Actually needed dodge was my healer and my manipulator toons.

    Granted my main was Quarry before, now shes Ego Blade Hybrid Tank.

    You really seemed to misunderstand the point of what I was saying. You assumed that I actually cared that my toons were dodgy or not.

    My main Kurrana is Ego Blade Hybrid with 101% Defense - Doesn't need Dodge.

    My manipulator is Telepathy Support with 75% Defense - could use dodge, but shes never in the fray

    My Healer has 75% Defense - once again could use dodge, cause gravitar.

    I have two tanks:

    Electric Personal Forcefield and Heavy Weapon Regen - The PFF toon only has 75% defense but she does her tanking well and my Heavy Weapon Regen tank has over 100% defense.

    What I was saying that for those who can't maximize defense, like certain archetypes who have NO control over their superstats other than what specs they take - they need something to fall back on.

    Honestly I feel that instead of constructive criticism towards my suggestion, I feel that I've been mocked for having concerns and ideas.
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