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Let me reinstate my premise. I would like to see more powers in the pool powers. Although my topic states travel powers, I'm actually thinking about all the pool powers.
Although I listed 24, 28, 32, 36, and 40, I would also be interested in 2 different choices at 20 and 2 different choices at 14. Or any form of implementation that consists of more choices.
More is better.
And, of course, if your counterpoint is that this takes away from other things they are doing....then I say to you, "Let them decide!" -
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Adding in more powers/AT/content is always good in my book
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That was my impression as well. I believe it was the person after me, who requested an example, and I made one up (I even mentioned that it was an off the cuff example). Now everyone is debating the details.
The truth is, there are no details. Not yet. So it's pointless to debate them.
Someone even went as far to meticulously provide counterpoints to every power I made in an example. What was the necessity of this?
And finally, the impression is that, by providing more choices, you are limiting the existing choices. One poster even indirectly suggested that this would mess up their choices in their primary and seconary powersets. ?????? What?? -
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Hover works best, use your imagination.
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Ok. No point in arguing. -
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Please define "propelled to a surface".
Are we talking "Uncontrollable fridge magnet" powers?
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No. It was meant to show how you could combine super leap with wall clinging to jump at a building or wall and stick to it. So, controlled jump, stick to where ever you land. -
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none of these would actually make me want to take them. that is what i have primary and secondary powers for. and would you really want to replace 3 slots at 36 and 40 for a power?
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I think the goal is to provide more diversity. If people want more choices, its better. Less choices means more restrictions.
Just because the powers don't appeal to you...that doesn't mean the powers don't have appeal. -
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And for a player to take these powers, they would have to lose a whole other power pool or else decline taking some of their primary/secondary powers, because they wouldn't be able to slot them properly without the slots they'd lose to have those extra powers.
Sorry, but don't see it happening...ever. As Wicked_Wendy pointed out, most people don't like the fact that they have to take one power before they get their travel power, and I've only rarely seen people take the last power out of a travel power set because it takes a power choice that they could use for another attack, defense ability, etc.
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No offense; I thank you for the response. But this isn't about one person...this is about more choices for everyone. -
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All places are accessable to runners. Wall-running, however, would be very limited since buildings tend to be very far apart and in some cases (Brickstown) are quite low and may not get you enough altitude to actually travel from building to building.
I expect a "wall clinging" set, apart from potential copyright risk, would be more frustrating then enjoyable as a travel power.
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Thanks for the response.
I do not agree. Wall-clinging allows you to cling to any surface. Not just buildings. Therefore, you could cling to trees, broken walls, and the sides of a cliff. And therefore, wall clinging allows you access to areas of a map that even running would not.
Also consider these points:
1. Not every pool power set involves travel; this one could easily fit in with the rest of them.
2. Every character would have the option to not pick the set. Many people, such as myself, would use it in conjunction with leaping.
3. It would offer more for the game. There is no nothing wrong with that. -
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I doubt it since most people balk at the fact they have to take a power like say HOVER before they can get FLY. Unless these new powers provide added defenses,buffs to attacks or whatever I seriously doubt a lot of players would be interested. Case in point .. the reward for earning the 60 month VET badge is the ability to skip that first power, and at level 6 .. I believe, go ahead and take Teleport, Fly, Super Speed, etc. This saves them a slot they can then use to add to their attack chain or to their defenses. That was being suggested here for a long time before it became available and even then only to players with 5 years in game.
The cold hard fact is most people view travel powers as a necessary evil (sort of) and only take what they absolutely need before concentrating solely on their primary, secondary, and any other pool power set they may desire. Players have been screaming for STAMINA to be available without having to take 2 other powers for years and that hasn't happened yet (probably never will).
It's not a horrible idea but unless you have specific ideas for added powers that would actually entice players to want them I don't see many actually wanting or caring more travel options.
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Thanks for the response.
Here is an idea, off the top of my head for one travel power:
Flying
6 Hover, Air Superiority
14 Flight
20 Group Flight
24 Turbo Boost - A Click Power. Allows the flyer to boost his speed for 30 seconds, doubling his movement. Recharge: Long.
28 Flight Acrobatics - Toggle. Increases Defense and adds a small bonus to flight speed.
32 Aero Thrust - Click Power, melee. Using your propulsion power, you propel your target away from you for moderate damage and knockback.
36 Air Strafe - A Click Power, allows you perform an attack without supression. 30 Seconds. Recharge: Long
40 Death From Above - A Target, Click Power, allows you to fly directly towards a target, striking him for knockback. Damage: Moderate. Area of Effect: 15 Ft. Rad., Recharge: Long.
Obviously this list is not refined, but could be over time. -
I'm against Diminishing Returns and Suppression. Everything would have been fine if people hadn't complained about being less accurate when you are faster.
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The problem is the game engine itself. It doesn't lend itself too well to determining collisions. This is why you can't run up walls with super speed, and things like that.
Also, unless wall clinging disabled all other powers, each power allowed would need three new animations for it (one for each 'gender'). That's a decent amount of work to do for a new power pool.
Edit -> Also, how would this travel power stack up to the others in places like Independence Port, Nerva Archipelago, or the Shadow Shard? Each of those places has large areas where there are no walls. How would this travel power work in areas like that?
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Thanks for the response; I wasn't aware how difficult it would be.
The only response I can make about Independence Port and wall clinging is the same I would have to many other places and running. Some areas aren't designed for it and that's why they created powers that allow you to teleport other people of give them flight.
It's unfortunate that the game engine doesn't work too well with collisions, because I also thought it would lend to PvP. -
I was wondering if anyone has ever suggested extending the travel power pool sets past 20, broadening them to add more unique techniques.
For example, add new powers available at 24, 28, 32, 36, and 40.
Lots of people have good ideas. These could really augment our existing means of travel. What if, for example, there was a teleport strike power available at lvl 32, that allowed you to teleport and punch a target at the same time? What if Flying had a power called turbo boost, that allowed you to increase your flight speed for 30 seconds. -
Although I'm getting into the discussion late, I wonder why Flying can't be treated the same way Super Speed and Super Jump are.
Why can't Flying be combined with Super Speed to let you fly at super speeds? I figure if you've picked both sets, you've paid for the ability to fly at faster speeds.
OR
What if you replaced, or added another choice, in the Flying Power Set? Instead of Group Fly, you could purchase "Turbo Boost", which is a Click Power that gives you 30 seconds of extra flight speed. -
I'm playing a hero that's like a spider, and I was thinking, what about a power that, when toggled, allows you to cling to any surface? Squirrels, Spiders, Geckos...heck many animals stick to surfaces and travel in that manner.
So, I figured, with the concept being "animalistic", it would be best as a travel pool power. And since travel powers need to be broad, cover the "animal" base.
Animal Style Attack - available at lvl 6
A basic attack designed to cause fear and some damage through the use of animal aggression.
Wall Clinging - available at lvl 6
A toggle that allows a character to remain stationary on a surface. Can be combined with jumping, where you are propelled towards a surface and "stick" to it. Also helps prevent some Knockback.
Wall Travel - lvl 14
A Toggle ability that allows you to run along any surface, clinging to it. Can be combined with jumping, where you are propelled towards a surface and stick to it. Also provides some Knockback protection.
Surefootedness - level 20
A toggle ability with the "sole" purpose of protection against Knockback.
While I believe this power pool could stand alone, I also believe it would great with super jump. And likely, Super Speed. But that's something the developers would have to look in to. -
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[*]Reduced the Megalomaniac accolade's potency by 33% and removed its ability to enhance knockback powers, this puts it in line with the hero equivalent Vanguard Medal accolade power.
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Are we ever going to see the Arachnos temporary power come to scale with the wedding band heroes get? Why does it only last for 10 minutes but the band I'm told lasts for 2 hours with higher resists?? Maybe I'm wrong, I only play villains but this is what a little bird told me.
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I've got the wedding band; it does last for 2 hours. And if I recall, it's a 30% resist. -
Been gone awhile. Sorry to interrupt. Has a release date been projected on the official issue 12 release?
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I'm equally unimpressed by mezz'ing AT's perma holding another AT without a status toggle for several very slow deaths over 10 minutes.
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Your problem is your attack approach. You've been taught that the only way to survive is to hit with everything you've got and run. If you didn't have inspiration options, as you do now, you probabily would have balanced your powers out to where you could truly fight.
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Inspirations are a necessity and aid to balance the AT's. That's just a fact.
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Inspirations are a major reason why there is a fewer variety of AT's in PvP zones.
If your idea of PvP is whether your inspiration-heavy fire/em blaster is better than your opponent's inspiration-heavy fire/em blaster, then really its just a matter of which clone has the better internet connection.
No, the real problem for those of us who like Hero vs. Villian battles is to figure out how to get all the powersets to appear in a PvP zone.
As a true fan of Superheroes, Villians, comic books, et al., I want to see variety in the PvP zones. Right now, sadly, it's 80%-90% stalkers vs. heroes. I'd like to see every power and every AT have a strong presence in the zone. Not just two or three. -
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i subscribe to the idea that good inspiration use is one of the hallmarks of a good pvper.
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QFT, and I'd be willing to bet the vast majority of experienced PvPers would agree.
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The hallmark of a good PvPer has nothing to do with inspirations, per se. Its how the player utilizes whatever resources are available.
For example, if there were no inspirations, those same PvPers would abandon many of their builds and run to consistantly strong builds. They would then slot those builds to maximize their advantage. Those builds would then (since inspirations were unavailable), be the new "fotm". -
I agree with the poster who suggested that CoX pvp doesn't need to be like the typical MMO pvp. I'd like to see nearly every power have its use in defeating an opponent.
One of the things that disappointed me most was seeing the 30 second timer on Phase Shift. There were so many more options in my opinion. For example, even though a person is phase shifted, why not let attacks(such as Psychic or Illusionary) affect the user? Why not up the endurance needed, so that it would be nearly impossible to remain out of phase for long periods?
I also believe that caps on invisibility and perception should be lifted. If a person were to slot 6 +invisible enhancements, then he or she would be better than most others. At the same time, any other slotting, like defense and endurance, would be minimal. Likewise, if a hero's main focus is to see invisible, why not allow some sort of +perc enhancements that would stack?
The way I see it, it balances out. The more you focus on one power, the less your other powers have. The more you focus on one aspect of your power, the less balanced your other aspects are. -
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1st
I'm not an elite PvP player by any means, but I feel that inspirations strongly work against many power sets. More specifically, I'm eluding to the purple or "break free" inspirations.
My opinion is that a break free basically nullifies much of the controller and defender key tactics, making them fairly useless in a PvP setting. Of course, there are secondary effects (debuffing, for example) which are still in play, but those do not compensate for an archetype that is based primarily on holds and such.
Seems to me that inspirations are too easy to acquire, and thus, have no real purchase value. In other words, players "pop" them like candy and fill back up in as needed.
My opinion (I'm not a fight club player) is that inspirations shouldn't decide a contest. I don't have a problem with them as an aid. I'm basically against inspiration stacking, multiple inspirations in effect at the same time, and the easy acquirement of them.
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a good mind/* dom can run you out of breakfrees 2 minutes into the match.
i've been held on my fire/sonic through dispersion, acrobatics and a breakfree by a grav/ff of all things.
purples? yeah, everyone of those is a slot that doesn't have a breakfree or green. anyways, purples should be balanced around yellows. that simple.
i subscribe to the idea that good inspiration use is one of the hallmarks of a good pvper.
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2nd
Although I wonder if its possible at this point, I'm for an interactive terrain. For example, if a Tanker could break a fire hydrant, the effect would be an explosion of water. If a fire blaster attacked the explosion (i.e. pet), it would turn to steam, reducing visibility. If an ice blaster attacked it, it would turn to ice.
I was once an avid comic book reader and always been a fan of superheroes. Many times you can find where the hero makes use of his surroundings to defeat his opponent. Often, this is how we overcome our disadvantages.
[/ QUOTE ] okay now you are just talking crap that's not pvp. there's stuff that needs fixing. not extra feature. that stuff centers around blasters with irresistible damage,unresisted scourge and irresistible debuffs.
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I'm not going to get into a quote war with you, but I'll break it down simple. Your main counter to breakfree, which is only a part of my focus, is to suggest it removes the ability to hold other inspirations. My point was that inspirations as a whole (not just purples) are overused to counter actual power effects. Here's another example using another type of inspiration: pumping up on reds to do an overwhelming blow.
Inspirations: I can see them as a good thing. In PvP, I see people relying on them too heavily. If that's your thing, no problem. I guess the big question is this:
Is your build greatly stronger or greatly weaker without inspirations? If either is true, then inspirations are overused.
And finally, if you look at my post count, you might realize I'm not coming here simply to talk crap. My idea of an interactive terrain is a response to the topic "what changes do we need". Also, its not about blasters. I could see it benefitting every archetype.
Interactive terrain, to me, means a hero or villian can use his or her surroundings to aid in the fight. Technically, we have that to a limited degree right now. For example, I could lead you into a mob of hostiles, which would then start attacking you. That's interactive as well. -
1st
I'm not an elite PvP player by any means, but I feel that inspirations strongly work against many power sets. More specifically, I'm eluding to the purple or "break free" inspirations.
My opinion is that a break free basically nullifies much of the controller and defender key tactics, making them fairly useless in a PvP setting. Of course, there are secondary effects (debuffing, for example) which are still in play, but those do not compensate for an archetype that is based primarily on holds and such.
Seems to me that inspirations are too easy to acquire, and thus, have no real purchase value. In other words, players "pop" them like candy and fill back up in as needed.
My opinion (I'm not a fight club player) is that inspirations shouldn't decide a contest. I don't have a problem with them as an aid. I'm basically against inspiration stacking, multiple inspirations in effect at the same time, and the easy acquirement of them.
2nd
Although I wonder if its possible at this point, I'm for an interactive terrain. For example, if a Tanker could break a fire hydrant, the effect would be an explosion of water. If a fire blaster attacked the explosion (i.e. pet), it would turn to steam, reducing visibility. If an ice blaster attacked it, it would turn to ice.
I was once an avid comic book reader and always been a fan of superheroes. Many times you can find where the hero makes use of his surroundings to defeat his opponent. Often, this is how we overcome our disadvantages.