So! I was randomly chatting with a friend who still plays CO and decided to check the forums. Can't say I'm not happy but I miss some things that CO used to have, and some things other games are doing make me happier so here's my top 3. I miss flexible power choices. Freeform doesn't feel freeform anymore. You have to take…
MMOs with combat are essentially the same thing over and over, that can't really be changed. In games like GW2, you get to do the hearts, but you also get to level via WvW, or choose a different area to level, and the open missions are dynamic enough to feel like there's more variety.
I've played newer MMOs too and my experience has been the opposite. They seem to have a more varied mix. There's questing but there's also other things like dynamic open world events to break the monotony and make the world feel more alive. Then there's alternate levelling paths like levelling via crafting or PvP.
If the solution to Merc gear is to avoid and go for blue drops, then it sounds like either there's a pricing issue with Merc gear or blue drops are too common.
The open world stuff is like 80% formulaic early 2000s MMO stuff. "Kill 40 thingys!" "Collect 20 of this and 20 of that!". Doesn't really work anymore for me today. The remainder is 10% open world events which were really quite ahead of their time and fun. Then 10% crisis or conclusions to a quest arc with their own…
The magic number for Merc Gear for me is 18,500 Q. One character maxing out their quota for a week will get their starting Primary set. Yes you can alt, yes altaholics will be able to gear their alts in a day. But I believe in welfare. It's -Merc Gear-! The "lol you lose" lockbox result! The bottom of the barrel next to…
In practice 3 superstats is usually all you need. Form stat, Energy Unlock stat and Con. The first 2 give you energy, the last gives HP and all 3 have no diminishing returns. Only the damage related stuff does. If the form stat is the same as the unlock, or the unlock stat is the same as Con, then even the primary…
The way i see it, Justice Gear is now governed by not one, not four but six currencies(!). I see where the new design is coming from but can't a Rampage token revision happen you know... after a proper Rampage revision? Keep it in the same content family and all. Maybe people like Rampages because they're more casual and…
I thought tank energy management is simply a matter of lunge or groin kick + MSA or Flashfire + Thermal Reverb or Ball Lightning + Ionic Reverb. Of course Might and Laser Sword really could use a native unlock but from the looks of it, we're slowly getting there.
Other than Pre there's Seraphim passive, Compassion form, Repurpose spec, Sentinel mods, Healing gear, Ascension, Support and Hybrid role bonuses to boost healing. Lots of possible bases to cover but typically you don't need too much investment to be a decent healer. The rest can go to stuff like Aura buffs.
Str and Con changes look nice, Int looks even more exploitable by AoPM for 1000pts in a stat, Rec might be exploitable by Wrist Bolter PA builds. Dex looks like Locus 2.0. And poor End is still forgotten ^^;
*bump* I guess Rec has been relatively buffed since it was unaffected by the crit nerf and CDR nerf. Rec Mastery still shortchanges you though. And End is still terrible.
Range should be a non-issue since 5000 is the benchmark for ranged sets. I believe melee sets like Bestial go higher than that. As for CC and healing, if they're isolated to single powers like Lifedrain and Storm/Torrent, then those individual powers should be balanced by themselves, and should not factor into how their…
Pre-charging doesn't matter much when bosses have millions of HP though. It's not a slippery slope when the gap in performance between Might DPS vs Bestial DPS is nowhere near Darkness DPS vs Lightning or 2GM or Ice. Look at the Glacier - it's a great tank using Ice. The Void doesn't nearly get close. Then look at the…
The thing about hybrid DPS/survivability is that Might is a DPS/Survivability set, and yet it can do both well with Defensive Combo and Demolish + Haymaker, and it is not uncommon to see tanky or high DPS Might characters. On the other hand I hardly see a Darkness tank or a high DPS Darkness character.
As a 120ft alpha strike, it functions best as a one shot, one kill power for use against mobs imo. Bleed would not last long enough to do appreciable damage. On a fast hitting power designed for sustained single target damage like Snap Shot, it might make sense, but then a finisher type power would need to be added.
Managed to hammer together a ghetto fix for my AoPM MSA healer by doing Frag Grenade - 2GM. Suboptimal DPS isn't an issue since it's a healer and managed to stay in theme so I'm happy enough. Still, while i think it's manageable i have to say it's on the high side and forces some heavy duty energy management on the build.…
Bosses can't be CCed, CC should be related to AoE damage. But the way it's set up, it should only match Lightning Arc at 100% crit and 115% severity, which can't be maintained indefinitely.
I have a bit of time so I'll write an essay here.Archery Archery is designed as a 100ft, high mobility, low energy cost, good CC powerset. Almost every Archery power reaches 100ft and allows for movement while charging or maintaining. Something has to give though, and it ended up being DPS. In addition, its native Energy…
I was suggesting Juggernaut should scale with Primary Superstat (PSS) i.e. Str, not all SSes. The thing about Juggernaut is that it gives much more Def per point than Force of Will, so the possible ramification is that the current Str/Con/X with Con stacking meta simply becomes a Str/X/X Str-stacking meta, where Str powers…
Severity's value isn't exactly 100% severity = 1% more damage per Crit Chance. When the Dex nerf happened, Offense was put in the same layer as Severity, so it's closer to 100% severity = 0.85% more damage per Criti Chance. Anyway, bringing the conversation back to Con, HP at this point is also hugely important because…
That 40% crit was reached with way, waaaay more Dex mods than 2 Gambler's gems. And saying your two Sentinel mods give the equivalent of 600 Pre again supports my point that stats do too little compared to Off/Def/Utility. Also, it's a fallacy to say that was done with 200 Dex; it was done with two Sentinel mods. You're…
Even with a DUC, Dex still doesn't change crit rating very much - you could stick a healing mod in there, except healing does nothing for DPS and the long term plan is to change how other SSes are weighted vs mods as well. Stacking Str would have a negative effect on Severity as Pri. Str, which would reduce the value of…
My thoughts on superstats in general is: Once upon a time, Strength's melee damage bonus had an impact on damage, then On Alert's Form pass happened and the biggest source of damage bonuses became the Form rather than the stat itself. One upon a time Ego was changed to give a ranged damage bonus, then On Alert's Form pass…
Thanks for clearing up the decision making process behind power changes! The blog mentioned the most used powers, but have you taken a look at the least used powers as well? The impression I get is that the most popular sets have been getting the most balance attention, but the underperformers like Personal Force Field and…
How about turning this around? Instead of talking about other people, what made you decide to play and eventually stay on?. If there's a common thread then the game just needs to make that aspect more obvious or accessible.
DPS aren't subject to stacking resistance shared across the party though. If a DPS hitting too hard causes bosses to become immune to all damage for 15 seconds, they'd need longer Form durations too. As it is, there's only a 5 second window to build the next stack of Manip without making the target CC immune, and that's…
Agree that it provides a lot of utility which needs to be taken into account. It's strong when taken as a whole. Ideally though, I'd like more specialized options or powers, but that's outside the scope of a balance pass.
Speaking of Mental Storm's cooldown, it is has been a little hard to stack after the CDR nerf. Since Mental Storm has been brought in line with other DoTs, could we have a QoL adjustment to shorten its cooldown closer to something like Hex's?
I think that's a misquote, I didn't say that ^^; 35 feels okay to me really. A single, freshly capped character doesn't have a lot of options they can realistically pick up in a week. Unity 2 and alts make it easier but a new player wouldn't have access to those.
I don't know what model CO has in mind but personally, this is what I feel the gear curve should look like, to cover as many bases (PvPers, soloers, raiders) as possible without making any one group feel inferior or left out. If current stats are inflated, raise the level cap to 45 so that the ratings are scaled downwards,…
The AoE heals afaik are Arcane Vitality, Vala's Light and Celestial Conduit with Illumination. If those three don't cut it I'd rather see buffs to them than make Ascension not just the best healing AO but the best AoE heal as well.
TBH Mental Storm has a bit too much rolled into it. It's a bit like Ebon Ruin - in terms of raw DPS, Darkness will always be behind because its high tier power is a resistance debuff, Trauma applier and raw damage dealer with ParaPara. So compared pure damage-dealing powers like Lightning Arc, it can't be expected to do…