BenRGamer

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  1. If it's anything, it's most likely it'll be the Syndicate. They could have a fairly unique Gun/Sword Assault Primary and a Natural/Psychic Defense set. Maybe grow out into either a Pyrokineticest for more damage, or a primary Telekineticest for more control (and maybe even a limited version of that clone power DeVore uses)
  2. BenRGamer

    Ill/Rad Build

    I took another crack at it. With Primal Forces Mastery as it's attacks can be six-slotted for 7.5% +Rech.
  3. Oh, I meant actionwise. That bossfight was pretty fun.
  4. I've got nothing against Super Boosters. I just don't want it to get to the point where the powers feel too useful not to have and people feel obligated to buy them just for those powers.
  5. But anyway, back on the topic of the Power Arc, it has almost all of my favorite missions in Praetoria.

    The various 1 on 1 matches in Reese's arc, the Hunt Down Shen mission, the you vs 100 Destroyers mission, my two favorite Morality missions (The Reese one and the one where you can talk to Emperor Cole)

    The only other mission that I can think of off the top of my head that I would consider a favorite is the Hunt Down Vanessa DeVore bossfight.
  6. It's just one of the six powers, yeah, the others are a power that's almost as good as the Weave pool power for no End Cost, another that's as good (or better) than many of the Auto defense powers in Brute defense sets, and the one that gives the End Redux/Regen/Status Resistance.

    At least four of them provide very significant bonuses for a significant period of time.

    Maybe you should actually READ what the power can do?
  7. You think +30% Recharge makes little difference? That's more than +Rech than Accelerated Metabolism gives.
  8. I'm not saying the game is doomed or anything else, just that this is a legitimate concern and only a fool would ignore it.
  9. You can teleport instantly to missions, get a permanent assemble the team, teleport to Pocket D from anywhere, the 30 second jump pack, the Secondary Mutation (+30% recharge for 20 minutes, 15% Movement Speed, 30% Regen/30% End Discount/50% Resist to Hold/Stun/Sleep/Immob/Terror, +5% Def(Smash, Lethal, Energy, Fire, Cold, Negative), +3% Acc 60% Perception +3% Def(Ranged, AoE, Melee), Devolution) and finally the Super Tailor.

    Heck, the Secondary Mutation alone provides significant boosts (most of the chances, anyway) for a long period of time.

    Plus, it's cumulative, everything they add will combine with everything they have now.
  10. That's because they were busy on the expansion =P Now that that's out of the way they can work on other booster packs alongside the issue work instead of it.

    Edit: If they keep it in check, it should be fine, but I'd really rather not see any more powers right on the edge like Ninja Run was.
  11. Yes, because a full attack chain at level 1, early travel powers, and a load of other small boosts equal to 0.0002.
  12. Quote:
    Originally Posted by Samuel_Tow View Post
    This I have to agree with, and for a couple of reasons. While costumes are cosmetic and just improve your creative toolset, powers are practical and really divide people into haves and have nots. I, as the owner of every Booster Pack under the sun, should not have the strong advantage I have over new players. I can, as of the time of this post, teleport directly to my mission and base, run very fast and jump very high as early as level 4, wield three extra attacks with no power picks in them, take a travel power at level 6 instead of 14, summon a pet which buffs me and reveal the entire map at the push of a button.

    None of those, when taken alone, are all that big of a deal, but they add up over time. If we keep adding Ninja Run style powers to Booster Packs - and they WILL keep making Booster Packs - then after a certain point, we're going to start getting into seriously dangerous territory with no way to stop. Look at people these days, and how they complain that their booster doesn't come with an awesome power. We expect this because they keep providing it, and they keep providing it because we expect it. This is bad for the game long-term. It's bad for the game even now, as a matter of fact.

    Additionally, anything that comes as part of a Booster is practically guaranteed to be kicked out of the development queue and will never, EVER be expanded upon, upgraded or improved. Look at trenchcoats. They gave us ONE and nothing has been added to that entire category for the entire time it has existed. We don't even have the option for sleeveless trenchcoats (in the same way as sleeveless jackets that you can use big gloves with). And I don't think we'll ever get any more. Why would we, when it's a veteran reward? And what about the Bolero. Think we'll ever get other Bolero styles? Because I don't see it. Booster Packs never get item upgrades once they've been released and paid for.

    The same goes for Ninja Run. It could have been a pretty decent travel power, it could have added more options to our builds, it could have come with an entire set. It could have been slottable. But no. Because it's a paid-for power, not only will it never be slottable, but it also guarantees that we'll never get a pool power like it, because, well... What about those who PAID for a lesser version of a power you're giving for free? Won't someone think of the children!?!

    We need to stop adding unbalancing powers to Super Boosters and start working those into the general powers system, because that's where the bulk of the game's value is. And we need to start adding items to categories originally introduced by veteran and purchased packs. Keep the veteran trenchcoat unavailable (if you must), but add other trenchcoats to it. In a Booster Pack, if necessary.
    Like this guy said. Yeah, I know some of those are Vet powers, but it's still something the general playerbase has entirely inherently over the newbie.
  13. Quote:
    Originally Posted by Golden Girl View Post
    But they already seem to do that - like the Cleo vs Washington one is pretty clear-cut - if both of them live, then one of them is going to cause a lot of problems - so one of them has to be killed.
    I mean in the later ones, mainly, like the Morality Choice with the Enriche Bottling Plant.

    Where Steampunkette was saying why not just expose it, or sabotage that one part without blowing it all up. The game should make it clear why that's not feasible.
  14. Quote:
    Originally Posted by SwellGuy View Post
    They aren't handing them out. They are selling them.

    And if they aren't "careful" and decide to sell a PvE super power for $10? Then what? People will quit because someone else can beat the same enemy with one attack less than those without?

    What if they decide not to sell that power? Then it is a valid concern they would have to raise subscription prices to keep the game going. Or just shut down the game.

    So given the choice of:
    a) NC selling booster powers
    b) NC raising subscription prices
    c) NC shutting down City

    You find option "a" to be the worst one?
    You can sell Super Boosters without unbalancing the gameplay =P

    I was never against Super Boosters, I'm just a little concerned about the powers is all.
  15. All I'm saying is it's a slippery slope, y'know?

    I mean, today it's Ninja Jump, but tomorrow it might be something a bit more useful, and the day after that one that's even more useful--and this is cumulative, like I said.
  16. Well, the acceration only takes place when you're actually jumping, when you go down to the fall animation after the peak of your jump, it slows down considerably, which is why it's better for small jumps, you don't have to stop the accerlation to land
  17. Quote:
    Originally Posted by Nethergoat View Post
    I'm worried they might hike the sub fee to 30 bucks a month!

    I mean, given the track record of the game there's no reason to think they will and every reason to think they won't, but IT IS A CONCERN.


    They're both concerns, but neither one is valid based on observable history.
    Y'see, there's a difference there. They aren't hiking up the price, but they are giving out powers. Meaning one's being increased, you know, like math. Where one number stays the same, and one changes. Y'see how things can be different like that?

    I'm just saying they need to be careful with the powers they hand out.
  18. The thing with Scourge, it's most likely to work when it wouldn't be needed in the first place. Should wasted damage even count?

    Edit: *grumbles about Ninja posters*
  19. Like I was saying earlier, the best way to improve the storyline of Praetoria wouldn't be to make one of the choices less extreme, but to expand on exactly why a choice this extreme has to happen and why a more moderate option simply isn't feasible or available.
  20. Quote:
    Originally Posted by Nethergoat View Post
    not seeing it.

    the only ones I EVER use are Ninja Run (which does nothing you can't duplicate with a 'free' power choice) and the Mutant one. When I team I get the occasional Mystic Fortune cast on me. Oh wait, I've used Self Destruct a couple of times to get back to my contact fast in Mercy.

    Given the general environment of MASSIVE OVERKILL the game allows in terms of player power levels the sorts of piddly little effects included in boosters barely register.
    This goes back to my earlier post. It's cumulative. As long as the devs are careful about what powers go into boosters, it should be relatively alright, but it is a concern.
  21. Quote:
    Originally Posted by SwellGuy View Post
    If you can get Hurdle + Ninja Run to get you over 150 yards in a single bound, let me know. Meanwhile I will keep Super Jump.
    The fastest way to move with SJ is not to make one long jump, you go slower on the fall, but several small jumps. Which Ninja Run does quite well.
  22. It's a cumulative effect. It might not be all that much now, but as they add more and more booster packs, it's a legitimate concern.
  23. For example, from what I've heard, it's possible with Hurdle for Ninja Run to be better at Horizontal movement than Super Jump. And with i19, Hurdle's going to become completely inherent.

    Does that sound like Ninja Run's a simple novelty power?
  24. Look, I don't mind booster packs myself, just the unbalancing nature of the combined mini-powers.
  25. Eh, I'm worried about the gameplay balance with the various powers, myself.

    They add up, like the other guy said.