Cayenne

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  1. Instead of making the buff last longer, why not make it a toggle aura? Then it's fire-and-forget, but only if your team is within maybe 60 yards of you, like the leadership auras? It would still be limited without being such an utter pain to manage every 2 minutes.
  2. I don't understand... in a game where there are so MANY choices, why are people trying so hard to say that we shouldn't have even more?

    Yes, temp powers are nice, but they're NOT part of your character. Adding a gadget-based power pool would be much less work for the devs than almost any other pool you can come up with, making the investment minimal compared to the happiness of the multitude of people that want a slottable Jet Pack or Zero-G pack instead of just getting Super Jump or Fly. I've talked to people in-game that would love a permanent bat or gun.

    Instead of concentrating on the (not-really-adequate) alternatives, why not look at the benefits?
  3. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I'm not opposed to new power pools but there are a few things that need to keep in mind.

    First off a new power pool requires at least 50% of the work required for a full powerset. You've got to make animations for 4 powers (and like melee sets those animations need to be compatible with shield defense). Secondly balance wise those powers need to be considered for every powerset combo as opposed to just a limited set which creates potential balance issues. Overall I'd rather see new powersets (or epic power pools) than new power pools since those increase ability diversity between characters in a way that power pools don't.

    The other issue is more subjective and that's the idea of origin based pools (even unrestricted ones). Power pools aren't supposed to be defining aspect of your character they are to allow you extra flexibility in designing your character. Pools with powers that have a generic animation and naming allow for them to be used with a lot more character concepts than ones that are origin based. So while I like the idea of more power pools, I'd rather see them used to expand power concepts rather than power themes. Of course, I'd ideally like both, make the sets generic and have more specific alternate animations (the medicine pool is an excellent example of where this would be a good idea).

    As an example though consider leadership. On a natural hero they might represent inspiring leadership. On a tech hero maybe advanced targeting optics and a squad level C&C system. A magic hero might have an artifact that improves the skills of those near it. A mutant might have a minor ability that increases adrenalin production of those near him making them react faster. A science hero might... um, ok I suck at thinking up science characters, they always end up as tech characters.
    That's one of the best things about a Gadget pool. The animations are already done, and presumably the powers are balanced as well. I'd expect there to be some fine-tuning, but most of the work is already done. People are already getting these temp powers, regardless of Origin or backstory, so making them available as a permanent pool isn't changing much there.
  4. I think the OP is somewhat right. The end problems are something that could drive people away from the game, and that's a bad thing if we want the game to survive. Building characters properly helps, somewhat.

    One thing I think that might help is just to alter Rest a little, so that when clicking on it you get back end BEFORE hp. It's a little sad when you can be fully healed, and still not have all your end back. Perhaps altering it so that as soon as you click it you start regaining end, and there's an interrupt delay on getting back hp? I believe that reducing the downtime a little without removing the end constraints from the fighting should work.
  5. Quote:
    Originally Posted by Derangedpolygot View Post
    The dev's internal name of Devices is Gadgets(well, to my knowledge). Between Devices and Traps, we already have gadgets.
    So where's my utility belt power pool? What if I want to make a scrapper that uses gadgets? Devices and traps are good for blasters, defenders, and corruptors, but what about the rest of the characters? Why can't I have a scrapper that uses a melee taser device, like the Malta?

    Quote:
    Originally Posted by Tyrrano
    Well, while I'm not against it per se, I think it'd be unwise to spend valuable power/slots on things you can get by temp powers. I have certain temps I stack up on with certain characters (especially mission temps like the Iron Sword or Bow and Arrow set from the Croatoa arcs) but those main power choices are far too valuable to waste on 'em.
    Are you also advocating skipping Fly because you can buy jetpacks? Slottable versions of temp powers are something I've seen asked for before in this forum... just because you can get it as a temp power doesn't mean that some people wouldn't want to get it as a pool power, for RP reasons or whatever other reason.
  6. Honestly, I think that we need more power pools in general. New primaries and secondaries are good too, but more pools would dramatically increase the options available to everyone, even the 6+ year vet characters. Why not have one or two 'concept pools' for each of the origins, as well as more generic pools? Dropping an extra 5 pools on the game would mean that we wouldn't suddenly be playing City of Gadgets.
  7. There are so many temp powers that I'd love to have permanently, and I know I'm not alone. I'd like to request a 'Gadgets' power pool.

    The first two power picks could be (one choice of melee temps) and (one choice of ranged temps). The third could be (choice of travel temp power, or maybe even a gadget Teleport pack like the Sky Raiders use!), and the last could be (other stuff, like the power analyzer, the stealth suit, or whatever). I don't think this would be incredibly unbalancing, and it would be wonderful to finally be able to have a permanent Zero-G Pack or Pistol.

    Anyone else think this would be a fun new set? Show your support, let's see how much demand there is for something like this!
  8. The 'proper' way to handle this would be for NCSoft to state officially that it will happen at a certain time, and then get their servers ready while people wait. They're having downtime due to a simple lack of communication.

    As a further thought, the BEST place to put the preorder time would be the maintenance page that everyone's seeing now.
  9. You realize that most of their fanbase is effectively DDOSing them, right? EVERYONE wants Dual Pistols, and they want them Right Now. I'm guessing that they weren't ready for the load, and that their servers are taking quite the beating... and that it won't stop anytime soon.

    -Cayenne
  10. I'd really like to see a 'roll-back' power as the mutant power. You've just trained up, and the power you chose sucks! Luckily, it was only a temporary mutation, and once per level you can undo your last training.

    -Cayenne
  11. You're probably not looking at the 'view totals' window. The healing IOs in Health also buff up the +regen from the two procs. It's 5% directly, and another 19% or so from the extra procs.

    I'll see what dropping the Gaussian's set can do for me.
  12. Well, the Scirocco's Dervish won't add any regen, which is why I was going to skip them... I'm already at the max number of +10% regen bonuses. As far as taking something out of Fast Healing, try it in Mid's, and see just how much regen even one slot taken away costs... That single extra heal IO is giving me 24% extra regen. The CJ is slotted for more HP and regen, too, the defense is a tertiary concern at best.

    I can easily swap the acc/dam/rech/end for a straight-up dam, which raises the damage to +73%. Is it really worth stripping slots from something else to go higher? I'm all right with doing a little less damage in the name of better survivability. That said, I could drop the slots from Build Up, and put them into the AoE attacks.
  13. Ok, does this look like a better build? I took most of your advice, though I kept the Hurdle slotting for ease of travel.

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  14. I was going to skip the travel power entirely due to Ninja Run working so well. That's actually why I have 3-slotted the Hurdle, too... it makes NR much nicer. The presence powers were slotted for the small bonus to defense for S/L... I'm probably not going to use them at all.

    Dropping Stealth for CJ sounds like a good idea. I thought about build-up, but actually getting useful amounts of defense out of it takes 6 slots. T.T

    I'll poke at Mid's some more, and see what I can come up with.
  15. I've been poking at Mid's, trying to get a fun brute build for farming.

    I tried to maximize regen, HP, and defense, in roughly that order. Here's what I've come up with:

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    I'd appreciate any comments on this build!
  16. After reading 13 pages of this, I thought I'd join the discussion.

    I feel quite strongly that Eiko-chan is correct. I have just gotten my 12-month badge, and I find it rather disheartening that there are 4+ more years of vet badges to go with no end in sight. Am I tempted to hop on over to that other superhero MMO, just so I can get in at the beginning? Yes, very much so. Yes, it bothers me that much.

    One somewhat-simple 'fix' for this is for the veteran rewards to stop giving out unique powers eventually. If, after 66 months, the only reward given out was a repeating extra character slot, a costume change token, and a once-a-year free respec, I'd be happy with that. But that's not the way it's set up right now. Instead, there are unique powers that are simply unavailable until you've put in the time, and what looks like a promise of even MORE unique powers to come, indefinitely.

    Don't try to downplay the power of some of these toys. Is being able to get a travel power at level 6 REALLY not that powerful? At that level, non-veterans are still experiencing the massive pain of having to slog everywhere. Even the veteran attack powers are non-trivial, as they will help a veteran character survive with one less attack at low levels, allowing them to gain an extra utility power pick instead.

    This looks suspiciously like power creep to me. Veteran characters are simply more powerful than non-veteran characters. They get piled-up free respecs, so they can fix mistakes in power selection more easily. They get extra attack powers, both melee and ranged. Now they get access to travel powers without needing to take a lower-level power first. How long will it be before the veterans have all the power pools unlocked at level 6, and can just take Tough or Weave or Resuscitate or Phase Shift or whatever without taking the prerequisites?

    This needs to stop.

    -Cayenne