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# 1 Mods,Slots & Fusion Expansion
04-28-2012, 12:32 AM
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Attention Silver Players, your voices can be heard, please go to http://champions-online.proboards.co...ad=2110&page=1
to post your opinions. The poll count will be updated every now and then for both posts
I will also repost the posts from the proboards to allow both Golds & Silvers to read each other's posts excluding off-topic posts
(expect a repost delay for 25 mins to 9 hrs)
(ALL signatures are carried over too, name links are also clickable)
Think of it as one of the first unison threads for Gold & Silver players :D

Slot & Fusion expansion
Adding 1 slot to our secondary gear? Although that would require lets say a 300 skill level.
As well as the ability to fuse the same catalysts for a better one. E.g. 5X 3% = X1 5% or something

Mods Expansion
Bring in core mods or enhancement mods that can give you health-on-kill or energy-on-kill

Power Replaces
Revival for power replaces. They get their own personal slot. They are modified, without the stats, only having a low percentage chance (5%) to trigger something E.g. Next-Hit-On Crit, small damage shield, full energy recharge etc
So in the end, they are no longer power replace replace gear, more like random chance gear that doesn't affect any of your powers :D
OR they can each be slotted in offensive defensive and utility power replace.
Offensive (5% trigger, bonus extra damage or bonus healing)
Defensive (5% trigger, extra defense, small shield or health regen)
Utility (5% trigger, Full energy recharge, next-on-hit crit or debuff enemy)
These could be random drops or bought from the Questionite & Recog store

Set Pieces
For set pieces, there could be individual sets, each tailored for a role. Like a tank set piece(bonus defense), healing set piece(bonus healing) Glass cannon set (Bonus Damage) energy set etc etc
Set pieces can be obtained from recog, Q store and from mobs (Purple Gang set)

Small Heal for ATs
All ATs get a small heal, like heroic resonance, except, there is a 30 min cooldown with 50% heal on health and energy
Please help contribute on these ideas or give suggestions or feedback :)
If you want any of these ideas to be passed, vote by saying /signed, then which ideas to get the dev's attention as well as adding it to the poll count
I will update a poll count for each idea every now and then.

VOTING POLL

Idea 1
: Ability to add one extra slot to secondary gear (Votes: 0)
Idea 2: Allow fusing of catalysts to achieve higher percentages (Votes: 2)
Idea 3: An extra equip slot just for slotting in "modified" power replace gear, no need to sacrifice your primary gear (Votes: 0)
Idea 4: An extra core mod or enhancement mod for health-on-kill & energy-on-kill (Votes: 0)
Idea 5: Set pieces for gear, collect the set and get said bonus (Votes: 0)
Idea 6: Small heal-like device for ATs (Votes: 0)
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# 2
04-28-2012, 02:12 AM
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I would only sign to this if this extends also to secondary gear but still have a reasonable limit to it but it's not a bad suggestion at all mind you overall
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# 3
04-28-2012, 06:02 PM
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I think thats a great idea.
Maybe have it require a reasonably high level crafting skill to add the slots so picking up good slotted items still matters.
Totally agree catalysts should be fusable.

And what about specialist mods to add health-on-kill or energy-on-kill effects or similar effects?
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# 4
04-28-2012, 07:00 PM
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That would be a great suggestion: added to main post
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# 5
04-28-2012, 11:04 PM
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Well, slotting secondary gear I doubt will happen. The primary gear alone is going to make for some high statted characters. So that one will probably never happen, so voting no. Though if it were set pieces that might happen.

I am neutral on the whole catalyst thing. So no vote either way.

Last I heard the answer on power replacing gear returning in any form is pretty much, not happening.

They might add more mod types in the future.
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# 6
04-29-2012, 02:56 AM
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Edited power replace idea, changing it to something that's not really power replacing, but has a small chance to trigger an event
Added your Set Pieces Idea
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# 7
04-30-2012, 06:08 AM
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Slots and Expansion: No, it's already easy to get seriously high stats to faceroll the game. No need to lessen the difficulty even more than On Alert already did.

Mod Expansion: No. The spec trees and changes to roles already made healing go through the roof. The cost reduction gear more than makes up for lack of end on kill items in testing and the cooldown reduction gear also raised the HPS on many builds. Same as the slots and expansion, no need to remove what little semblance of difficulty remains by further buffing the gear. This would be a bandaid for ATs lack of healing while providing another major buff for golds. Alternate idea, just give the ATs a heal...all of them. That brings ATs up without making golds even more powerful than they already are.

Power Replacers: No opinion.

Set pieces: Again no due to utter lack of necessity thanks to the role changes, gear changes and the spec trees.
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# 8
04-30-2012, 03:05 PM
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Fuse catalysts: yes, please. Even reduced return would work well, e.g. 5x3%=10%, 5x5%=20%, 5x10%=30%, etc. once you get up to 100% you get a safeguard catalyst.

Add a slot: I’d like to see this option for primary gear rather than secondary. If added to secondary gear, the max mod allowable should be pretty low, like 2 or 3, and the max number of slots should be one.

Adding a slot to existing primary gear should be expensive, but allowable. One advantage this would have is to make legacy (i.e. prepatch) gear a little more useful. The minimal cost should be comparable to removing a lvl 5 mod for primaries with no slot, lvl 6 for those that already have one, and lvl 7 for those that already have 2. 3 slot primaries shouldn’t be allowed further mod slots.

Power replace: The primus vendor already sells lvl2 core mods for offense, defense and utility. I’ve only bought one of these so far so I don’t know the full extent of what they do already, but if they aren’t available, then this would be the best place to institute them—the higher the level of the mod, the greater the percentage chance of the power replace happening and the greater the damage they gain.

A similar system should be instituted for the defensive cores for resistance to damage categories—the base lvl2 core giving a 20% resistance all the way up to a lvl 9 core giving 90% resistance to a damage category.

Set pieces: while I like the idea, I don’t think that the return would justify the work to set it up.
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# 9
04-30-2012, 09:56 PM
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Added Kenpo's idea for a small heal for ATs
Restricted Slot expansion idea so only secondaries get to have one slot available
Added Meldirth's vote on Catalyst

On Meldrith, cores that scale with level sort of kills the drive to upgrade your cores. On top of that lvl 9 cores are annoying to get, specific damage resistance is annoying too as tanks would need to change their gear according to the boss/mob, as well as obtaining more than 3 different types of cores to equip
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