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Here's something else that just occurred to me:
A while ago it was suggested that this is no different from the Healing pool not opening up Aid Self immediately, and how if it did, everyone would have it. Fair enough, fair enough. But the pool still isn't gating it behind two copies of the same thing. It's not like it was before, where your choices were "help another player" or "help another player differently" between Aid Other and Stimulant. Right now, we have Aid Other and Injection, which IS an ally buff, but also works as an enemy debuff, as well. I am, in fact, given an option. If I want to take options that benefit me and I want Aid Self, I'm no longer forced to take a team-only power.
To my eyes, Aid Other and Stimulant were no different from Kick and Boxing - the same power twice over. Yes, their effects were different, but their mechanics were the same - stuff I do to help other people which doesn't help me. Since I don't want powers that don't help me in any way, that pool was more or less closed to me. This has changed, because now I have the choice between "a power which helps others" and "a power which helps others sometimes and me all the time." Now, I have a choice and now, I AM going to take those powers. -
Quote:OK, after reading this a few times, I think I see what you're saying. Don't Kick and Boxing have different secondary effects that can help different builds? Yes and no. Technically speaking, Boxing has a minor stun, which I assume means it takes stun sets, and Kick has a minor Knockback, which I assume means it takes knockback sets... Which I've never seen anyone actually buy on the Market but let's ignore that for a moment. I honestly don't think this difference is meaningful because of all the people I've ever seen comment on it, approximately all of them have Boxing.Ah,.. Wait, don't they have different secondaries that would stack with a characters? Is it possible you are just doing it wrong?
This, realistically speaking, is not materially different from how Fitness used to be - you had to take either Hurdle or Swift, and while different people might take one or the other, the net result is they were basically two aspects of the same power. They weren't unified, no, but they might as well have been. And if Kick and Boxing ARE unified, I expect the resulting power to have both the stun chance and the knockback chance, such that it can "mule" both types of set. This wouldn't be unique. Sweeping Cross does the same.
And again, the similarity of the powers is just one aspect of the problem. Having two similar problems as your first "choice" in a pool really isn't a choice. And it could be, if one of the powers were bumped down to a lower Tier. -
Well... I guess the point is that Darrin Wade got under their skin so bad that the Freedom Phalanx is REELING! This is the excuse why they're acting like idiots. But that's kind of where the whole "friendship" thing ought to come in, as I expect them to band together, support each other and weather the storm. That would be the time for the Spock "I have been and always shall be your friend" line. That's why I'm kind of with you - the only way this could make sense is if they were mind-controlled, or otherwise written severely out of character.
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Quote:It's rather more complicated than that. Per chance the system relies on cues similar to /target_custom_next, you have:so far there are what, four categories? or five?
-ally
-dead ally
-enemy
-dead enemy
-yellow-boxed-neutral-until-attacked-enemy? or is that just enemy?
enemy - Hostile enemies.
friend - Friendlies (including pets).
defeated - 0 HP targets.
alive - Living targets.
mypet - Include only your pets.
notmypet - Exclude your pets.
base - Include only passive base items.
notbase - Exclude passive base items.
teammate - Include only teammates.
notteammate - Exclude teammates.
Mind you, a lot of powers in the game target a combination of these cues. For instance, "Mutation," the Radiation Emission resurrect targets "DeadPlayerFriend." Even if what's in /target_custom_next isn't representative of how powers pick what critters they can target, their system is actually quite complex. For instance, selecting an enemy and queuing up a heal will actually cause you to heal the ally the enemy is currently targeting, in effect letting you assist through the enemy because the power can't work on what you have targeted.
Personally, I'd stick to wishing what we want the powers to actually do unless we get an Arcana post explaining this, since otherwise we're just guessing if we try to suggest HOW they do it -
I'm worried about this, myself. I can say that recent storytelling has at least gotten me to stop hating it, but I'll still need more decent material before my faith is restored to any real degree.
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I wouldn't mind it, myself, but I know it's a controversial subject. Really, I just felt bad about not giving proper respect to Liquid and NT for their generosity and I wanted to say something about it.
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Quote:Mind quoting me on that? I mentioned unifying Fighting once, and for the rest of the time have been arguing for moving around the order of powers so I have a choice between defence and an attack, as opposed to T1 all attacks and T2 all defences.The fact that you keep trying to argue that the "Melee attacks and defenses" powerset be rejiggered to be "Mostly defenses and I guess maybe a melee attack because Sam values those defenses more" is just.. off.
Yes, of course what you said I said is off. It's because I never actually said it, and even if I had, you adding your own snark to it in order to make your straw man that much more ridiculous and thus easier to defeat change the meaning of what I've been saying.
For your benefit:
There is no material difference between Kick and Boxing aside from having two copies of essentially the same attack. In a change that's ostensibly aimed at adding greater versatility to power pools, retaining two copies of the same attack seems like a mistake. I get that they're trying to reinforce themselves, but even at the best of time, Kick and Boxing are only worth swapping in-set attacks for if you don't actually have in-set attacks worth a crap, like a number of Controller prior to pets.
There is no need to tier defence behind offence when these can be added half-and-half between the first two tiers. One tier offers defence and offence, the next tier offers more defence and offence. It then becomes my choice of what combination of the two I want, which isn't there when the only choice is "get an attack first then we'll talk about it."
Enticing players to invest in a pool beyond picking a single power is done better via bonuses for having multiple powers from the pool than it is with mandatory tiering. Yes, the latter is more productive because it leaves the player no choice, but the former is more motivating because the choice is the player's to make.
Buffs stack in a way that attacks do not, because the effects of buffs build on each other up until they reach a hard cap. Attacks don't really "stack" with each other because most sets built around attacks already have enough attacks internally to fill up their entire "uptime." Beyond that, more attacks serve no purpose but to replace existing in-set attacks from the build, and considering pool attacks are deliberately designed to have worse overall stats than in-set attacks, that's never a good idea.
Yet it's melee ATs that seem to be the biggest customers for the defensive buffs from that set, considering every time I criticise Dark Astoira's Incarnate to-hit levels, I'm told to just take Weave and called names when it's revealed my melee characters didn't do so. I'm put in a position where I have to take a power that is objectively inferior to what I have in my set and that I haven't the time of day to use... To take something people who argue like you do will call me names for not taking. Lose-lose, basically.
Please, if you want to argue with me, discuss what I'm actually arguing for, rather than cropping one sentence from one post and filling in the rest with whatever's convenient for you to sarcastically put down at that particular time. If you have problem with something I've said, quote where I said it and take the time to express why you feel it's wrong. Tossing out hand-wave dismissals at straw man arguments helps nobody in any way. -
Quote:Having people act like friends would and sticking up for each other isn't the same as them being perfect... It isn't even related to being perfect, as a point of fact. Friendships can still be tested without breaking. Families can face adversity without falling apart. There's a reason for the old saying that "a friend in need is a friend indeed." This was one of the very first things I was taught when I first started learning English. And the fact of the matter is that the Freedom Phalanx are not friends in need. If anything, they act like "fair weather friends," to quote another idiom, because we're told they're so close... Except when it really matters and they really need each other, at which point they devolve into bickering ********. This does nothing to endear me to them, nor does it help convince me these people were ever friends at all.While I generally agree, I am compelled to offer the counterexample of TNG season 1, which showed that a group of perfect people from a (supposedly) perfect society who all get along all the time and have no interpersonal drama at all, by Word of God, are about as exciting to watch as drying paint. Beige paint.
(It didn't help that they often came across as so smug and patronizing toward other "less enlightened" societies that one wanted to push their faces in.)
As far as I'm concerned, a story can be made more interesting when it displays a strong bond between people, because this bond can be a source of strength in extraordinary situations. This kind of bond, when it feels real, can give depth to a situation that is otherwise nothing more than shallow action and 90s scowling. This, to me, is what makes characters feel real and not like plot devices whose angst serves to create false tension where none should have existed.
It occurs to me that I fixated on a negative example and neglected to give a positive one. To me, the relationship between Pia Marino, Wretch and Ghost Widow, despite involving three villains, is one of the most touching of them all. It's very powerful the way it's written, and it comes off feeling more real than most. Pia's pain is tangible, as is her lust for revenge, but when the chips are down and she has to choose between revenge or her brother... She chooses to save Paulo and forsake her revenge, because it was the brother she lost that drove her on this path to begin with. And Ghost Widow, for all of the evil that she has done, still lives caring for her friend in unlife as he cares for her.
Yes, it is a sad and tragic tale, but in a very real way, it is incredibly moving, as well. Here are two people, broken, battered and wronged, but who will always have each other, even if the rest of the world may burn down around them. Ghost Widow's feelings may be mystically preserved, but they were real to begin with, and the Wretch may be brain-damage, but he has demonstrated enough judgement to understand his position and choose his fate. These are two people whose bond is stronger than death itself, and who support each other, wounded as they may be.
For me, "Oh, Wretched Man" was the first time in this game when I realised that our writing can be powerful as well as intriguing, that it can be built on strong emotion as well as comic book cheese. Because it is not some kind of perfection that makes Pia, Wretch and Belladonna so compelling. It is precisely in the way that their broken minds wrestle with the horror of the situation and find solace in their bonds that I find so beautiful, and I really can't say I've seen this before or since. Indigo breaking character for just a minute to show sympathy and affection for Melvin Langley is a good contender, but it's just one errant moment out of many more conventional ones. Oh, Wretched Man is an entire story done like this, and to this day remains one of the best. -
On the notion of building spacing, two factors work against Steel Canyon:
1. This is supposed to be a "steel canyon" and it doesn't feel like it. It feels more like a steel desert with those weird spires. I get that some American cities are more open and spaced-out, but this is supposed to resemble a canyon of steel, concrete and glass, so it should be more crammed and imposing with buildings on all sides. It should be as though we're walking through a canyon of buildings.
2. The buildings are not spaced-out because of streets, they're spaced out with plazas. The old city architecture was basically a grid structure, with streets going in straight lines and making 90 degree turns, defining rectangles for buildings to go it. The trouble is that those rectangles were considerably bigger than the buildings themselves, so there's a lot of empty tile between the end of the sidewalk and where the building begins, and it's space typically used for nothing at all. I get that you can't just jam tall buildings into each other, but if the white space were filled with smaller buildings, I could still see it. But the way Steel Canyon comes off, it feels like someone took giant building blocks and just arranged them on the floor. They feel placed more so than built.
For most zones, I'd go with realism, but Steel Canyon needs to be denser with buildings. -
To keep with the theme of the power, I'd assume a dead-enemy-target power for a significantly weaker debuff, but one that's harder to resist, say by having an unresistable portion. Would be useful for large AV fights when "adds" show up, but it's probably not going to make a huge difference in normal sweeping.
Or we could go with a buff for living allies, that's also a possibility. Dead ally explodes, living ally gets strengthened. -
Well... That might have been a big deal once upon a time, but you have to remember that henchmen lose their auto powers when they die and right now, I can resummon henchmen almost instantly anyway. But I can roll with what you're saying because it makes sense. Howling Twilight already has a non-resurrection debuff component, so exempting it as the only resurrect power that doesn't rez henchmen is just fine by me.
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Quote:"Worth taking" would be if it worked within the gimmicks of sets that have those, honestly. About the only pool attack that I personally find is useful DESPITE not making use of those gimmicks is Spring Attack, and only because it's incredibly powerful. I don't foresee the same happening to Kick and Boxing.A good incentive imo is to just make it so Boxing/Kick was an attack worth taking (I think this of the other pool attacks as well).
Again - this is a manufactured problem. Redraw and in-set gimmicks make out-of-set attacks inherently less good even for similar stats. -
For some time, I've been banding around that I won a City of Heroes DVD collector's edition, and praising a number of people for giving it to me. I didn't buy it, it was a gift. I never quite remembered who it was that gave me the, and I know for a fact that I've misattributed it to a number of people over the years. Well, I took the time to look through my old PMs (and boy, was that a weird experience). For what it's worth, I want to give credit to the person who gave me the DVD edition just because I'd said I didn't want it:
LiquidX
I apologise for forgetting your kindness and generosity, and I'm sorry I didn't take the time to get my facts straight earlier. Specifically, what I still remember is the reasoning behind this gift, and it wasn't because I'm special:
Quote:Beyond this, I have recently mentioned Nuclear Toast donating something to me, and this is still true, I'd just misremembered what that was. Back when we were still hearing about the Praetorian Clockwork and had only bad camcorder images of what they looked like, a Clockwork full transformation power existed, given out at a con, I believe. Nuclear Toast had a spare copy which he gave me, such that I was able to get a good look at what the Clockwork looked like for myself, on my own computer, long before they showed up in the game. For this, I am very grateful because that set is awesome, even to this day.Originally Posted by LiquidXI bought several of 'em from Big Lots a year ago for dirt cheap, just to give away. I've been just randomly handing 'em out over the past year everytime I see someone mentioning not having it and wanting one.
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Sorry if this sounds pointless, I just really wanted to give credit to a couple of general people who took money out of their own pockets to get things that they later handed to me and asked for nothing in return. I've been disrespectful in the past forgetting that kindness, and I hope this does at least a little something towards fixing this. -
Well, I don't necessarily expect these powers to have the same effects when used while alive. At the very least, Rise of the Phoenix's autohit damage won't fly very well. I imagine they'll be reworked to be more drastically different, in the same way the various versions of Assassin's Strike are - similar conceptual effects, wholly separate stats.
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Here's something that just occurred to me. In all this talk of "cost," we seem to have lost sight of the purpose that "cost" is supposed to serve. See, this is a game and it's intended to be fun, therefore power "cost" isn't intended to suck, it's intended to inform build balance. Specifically, the point of locking some powers in a set behind others isn't to keep you from having what you want, it's to give incentive to take more of a set than just a single power. You know how THAT can happen in a way that doesn't revolve around penalties? Rewards.
Funny I should mention this, because "rewards" is exactly how Fighting is now balanced. For the first time ever, I have an actual reason to take more than just the select few powers out of it that I want - the power reinforce each other. That, to me, is a far superior balancing structure, and it has the potential to offer more meaningful choices: Do I want just this one power for the sake of versatility, or do I want to invest and have stronger powers but from fewer sources? That's what I want to achieve.
I don't mind pools that require me to invest in them. I just mind pools which require me to invest into powers I'm never going to use. Instead of giving me an empty power pick to make a power "cost" more, I'd much rather have incentive to take both because both are better together than each is on its own. Again - I wouldn't mind our current "combined" approach with mutually-enhancing powers mixed with tiered power picks, if any "mechanic" a pool offered existed in at least most of its tiers. That way, I can pick something I want moderately in order to get something I want a lot, as opposed to picking something I don't want at all to get something that I'm going to feel cheated for having sunk two power picks into. No power in this game is so strong as to be worth two whole power picks. -
Actually, I'm pretty sure this update is a test-bed for just this sort of power, and the first place you'll see it used is with powers like Resurgence, Rise of the Phoenix and Resurrect, such that they gain some form of utility outside of having someone die, similar to how Howling Twilight can work as just a debuff with nobody dead. People have been asking for this for years, and though I never felt it strictly "necessary," that's where I foresee things going.
Personally, I'd like to see all powers in all powersets done such that they have a use even for a solo player. This doesn't have to be AS POWERFUL a use as in a team context, but just being able to get SOME benefit would be appreciated.
Chiefly, I want to see Mastermind Support set "resurrection" powers given some use. I'm not sure why pets are made to be impossible to resurrect considering how slow these powers are and how much they cost, but if that's not an option, then I'd like to see them offer buffs or debuffs on still-living targets. -
Quote:This I actually agree with. Once upon a time, I recall reading the Security Chief briefing for how Steel Canyon was supposed to be a "canyon of steel, concrete and glass" and thinking to myself "Um... It looks exactly like every place else. And how is it a canyon if the buildings are so far apart?" I think part of the idea is that it's sort of a trench dug into the ground with the sides elevated, but then it more resembles and open-pit mine that a city sprawled over.The ship has long since sailed, but IMO they should have gone the other direction with Atlas. Skyscrapers at all in Atlas seem out of place to me, be they old or new. The modern towers should be in Steel as you said, but Atlas to me seems like it should be something similar to the feel of Washington, D.C. -- lots of shorter buildings but no skyscrapers. IIRC D.C. limits the height of buildings to 5 or 6 stories max so as not to block the view of the monuments.
That said, creating what you're describing for Atlas Park is basically recreating Nova Praetoria, because that's kind of the look it has going. And I don't disagree with you at all - it's an amazing look and I never realised how out-of-place skyscrapers were in Atlas Park until you mentioned it. I just think it looks enough like Praetoria (specifically, like Imperial City) as it is.
Back to Steel Canyon, what fails the zone so much is all the whitespace between the buildings. I haven't actually been in a major American city, but I get the impression that the various skyscrapers are a lot closer together. With these, there is so much room between them it feels less like a cityscape and more like a series of plazas with buildings plopped up around them. Kings Row feels a lot more realistic because it's basically paved streets, sidewalks and either buildings or fenced-off yards the rest of the way. No large areas dedicated to open, empty plazas. -
I want to repeat an OOOLD suggestion of mine that never saw the light of day. Well, two suggestions, in fact:
1. Giant gauntlet as a "shield" option for shield defence. I'm talking something big enough to encompass most small gloves completely. Examples of this exist in spades, from War's left gauntlet that he blocks with to something as classic as Lion-O's magic gauntlet which holds the sword of omens and, crucially, which holds the Spirit Stone and generates a forcefield with which he blocks incoming attacks. I'm not well enough versed in comic books, but I'm sure there are plenty of examples of characters using metal gloves to block with. Say... Didn't Wonder Woman use metal vambraces for that?
This glove doesn't need to animate its fingers, and can be drawn in a perpetual static fist. That makes sense, considering that a character with a shield out right now has his or her left hand clenched in a perpetual fist, so no open-palm animations are relevant and thus the glove will never need to be animated, itself. I've seen the power system gain the ability to mess with our costumes before, via the ooold Freakshow Disguise that actually does attach a pair of giant metal gauntlets to our hands, so this should be possible. Speaking of which, the first glove I'll ask for is the Freak Swiper glove.
Now, a couple of things can be argued. Firstly, that we already have giant gloves in the costume editor. While that may be true, we can only have those asymmetrically only on the RIGHT hand, whereas it's the left that typically guards with a shield. Secondly, There's no way to guard with the glove itself, because Shield Defence mandates a shield out at all times. Lastly, I want this glove to show up only when the shield is drawn. All of these make a glove as a power prop plausible, and it's something we can customize via weapon customization as we customize shields already.
2. I want all of the same, but for both hands and as a weapon option for Claws. Once upon a time, BABs went through all Claws powers and ensured they used a closed fist animation, making "finger claws" impossible to do, aside from the fact that we lack fingers. To my eyes, a gauntlet big enough to cover at least an entire Tights/Bare glove, with claw-like fingers would do the job. As before, the "fingers" don't need to be animated, since we never interact with anything with Claws out and the claws disappear when we fire off other powers. As such, the glove's claws can always be stuck in a perpetual "clawing" gesture, with the hand open and the fingers pointing out and down.
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In both cases, clipping becomes an issue, since we have absurdly large gloves in the editor already, and making one which would be bigger than those by enough to always cover them would make the gloves unwieldy big. I get that. There are two ways I'd suggest solving this. Either just... Ignore it and let us take care of clipping on our own, or simply make the gauntlet scape up in size with the size of the glove holding it. Either would work, since it would empower us to pick what looks good and avoid what looks bad without forcing you to throw away the baby with the bathwater. If at all possible, I might suggest simply replacing the entire glove option with that gauntlet, but I don't know how that would work.
I bring this up because Bio Armour already does this to a large extent by covering up our hands and our feet. It clips with some bigger gloves and boots and it is kind of bulky, but it still looks very good. If that was made, surely a few extra weapon models for Shield and Claws can be tossed in, as well. -
Quote:As far as I'm aware, it was supposed to look shiny and new years and years ago, which is why I thought the retro-sci-fi weird architecture made sense. Now it looks like Praetoria, and what Praetoria looks like is a modern glass tower skyline. Yes, Atlas Park now looks more modern, but I preferred the retro design of the old buildings. I could see Steel Canyon getting a makeover with glass towers since that's what it's described as being, but Atlas Park was supposed to have character as well as innovation. If any part of the city kept those buildings, it should have been Atlas.Yeah, but Atlas was always meant to look new, shiny and be the 'heart of the city'. It just looked like [Pancake]. Some of the old buildings had no windows for crying out loud. I'm no architect, but old Atlas, just like Steel Canyon still does, made me go "Wait, what the hell, who built this thing?! Were the five?"
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Quote:I disagree. The cost of selecting a pool might be lower, but what the pool does is also considerably lower, as well. Powers in pools are already paying a cost for being in pools because they do less and cost more to use. There's no need to add further costs to them, especially when you ask players to throw away levels. That's not good design because it's not balanced. Unless you want to tell me that Team Teleport or Group Fly or Whirlwind as SO GOOD that we just can't be allowed to take them straight away.However, the cost for choosing power pools is much lower. You're allowed four of them instead of just one. So they have to increase the cost for the very desirable powers somehow.
And again, you keep ignoring my point. The biggest problem here isn't how good which power is, it's that I'm forced to take powers that don't relate to what I want to take. Yes, it's exactly like being asked to take a personal attack before you can take a summon power because one has nothing to do with the other in terms of game balance. Theme should be a tool for improving the game, not a tool for inducing limitations. If the set were designed such that I still had to pay a power choice for Tough, but that power choice weren't an attack, I wouldn't complain. It would make sense. I want to take a strong defensive power, I must take a weaker defensive power first. That's what makes sense.
Suppose we gained a new powerset such as Sorcery. Now say this set had a very strong attack in it, but to get it, you needed to take a power which phases enemies similar to Detention Field. How much sense would that make? It's easy to explain it thematically - celestial powers! But the conceptual explanation would do nothing to offset the backwards power design.
As far as I'm concerned, pools shouldn't be designed around a specific concept so much as around a specific mechanic. There's a pool for being harder to spot, there's a pool for moving faster, there's a pool being tougher and so forth. This way, I can pick which aspect of my character I want to improve so as to better cover the gap between what's in my head and what my AT/Powerset combo actually accomplishes. If things must come in packages, then they need to be packages that all work towards the same end, and Fighting simply doesn't. It's two pools rolled up into one. It's a pool for attacks and a pool for protection, such that I have to take the attacks before I took the protection. It'd be kind of like having to take Teleportation before I was allowed to take Stealth - you may be able to explain it conceptually and it DOES constitute a price, but that doesn't make it good design.
Tiering Presence and Fighting as they are is a mistake. If a pool offers multiple types of meta-game advantages - multiple paths - then I should have access to both paths without having to take one before the other. Again, GOOD design would require me to take something I actually want to keep as a gate for something even better, not force me to take something the game system itself makes unusable in order to take something that end-game balance outright expects me to have. -
Quote:That's because the old buildings are old in storyline. They're old bare brick apartment blocks that generally provide low-cost housing to the poorer families in the neighbourhood. If the Cyrus Thompson Community Centre was finished recently, it would have been constructed to newer building codes and using more contemporary building designs, including large window panes, a reinforced concrete façade and protective paining.The contrast between the old buildings and that new one just looks terrible.
I actually feel this building being out of place fits the game world better than Atlas Park suddenly waking up with brand new modern sky scrapers all over the place. -
Quote:This would only work if they weren't objectively worse than in-set attacks for a number of sets, and this discrepancy is caused by the sets themselves. Powersets like Titan Weapons, Street Justice, Dual Blades and Staff Fighting have in-set mechanics that build from in-set attacks and are used by in-set attacks, such that using out-of-set attacks actually harms your performance. I'm sure Kick and Boxing are great for characters without too much offense, such as Controllers and possibly Masterminds, but no matter how good you make them, they'll never a good choice for certain powersets.Edit: Just because YOU don't like Boxing and Kick don't make them Always "double costs". They where, maybe, less than great melee attacks, somewhere close to a tier 1 and not as good as the attacks you might find in a melee primary(or secondary) which is kind of the point of the fighting pool. Tough and Weave aren't as good as having an actual defense or Resist primary to choose from either.
Moreover, this isn't a question of me liking or not liking Kick and Boxing. It's a question of me having to take a power that has nothing to do with what I want to take, just to unlock a slot. It'd be like me having to take Assault Rifle Burst or Assault Rifle Blast before I could take Solders on a Mercs Mastermind. I get that they're unified by the same theme, but I don't agree with needing to invest into one aspect of the theme that has nothing to do with the other aspect I actually want.
And if you think this isn't balanced because it makes for too many power choices, remember - we're still limited to four power pools. It's not possible to just nip the best powers from all the pools even if all of them were opened because you're not allowed to take too many pools. And I don't even necessarily disagree with power tiering, so long as it's tiered in a clever way. For instance, Fighting offers offence and protection, so to me, it makes sense to let people take it either for the offence or the protection, and it makes no sense to me to force people who want offence to take it just to get to the protection. Same with Presence - I had to get through the Taunt to get to the Fear, and this, too, has not been fixed, but at the power redundancy is less pronounced now that the single-target taunt is a single-target placate.
I'll tell you one thing - if Kick and Boxing didn't put weapons away, built combo metre, built momentum and benefited from other set gimmicks, I wouldn't have nearly as much of a problem with them, even if the powers were lower in terms of damage. But the design of them is just awkward, and giving me no alternative is just weird.
And again - what IS the big difference between Boxing and Kick? Because to me, they're essentially the same power available twice in a manner not too dissimilar from how the Ninja Mastermind Genin get two instances of Shuriken so they can throw it twice as fast. -
Quote:It's a "cost" if you want to be pedantic, but it only in the same sense that taking a day off to be with your family is a cost of time, or watching a good movie is a cost of money. Ultimately, the process of picking one power and not picking another can be perceived as a cost, but this is only good game design if what we get for this cost was actually worth it. When I pick a power I enjoy using, then there is no "cost" associated with it, because I don't experience the negative emotions associated with having paid - I only experience the positive emotions of having gotten something I wanted.It's actually pretty common, and taking powers IS a cost. There's no other way to view it.
This isn't the case with junk powers, and that's the problem. You're asking me to pay a cost for something that is itself a cost to pay for the ability to pay a cost for something I actually want. Surely the flaw in this design should be self-evident. Maybe it is just to me, because I have a... "Romantic" view of gaming, in the sense that I expect every part of a game to be fun. I don't disagree that balance is needed and I don't expect that I should be allowed to have everything, but what I do hope is that even the tough decisions should still be fun. I don't pay good money for good games in order for them to hurt me or treat me with tough love. To me, both the "good" and the "bad" of a game should still be fun, because both the good and the bad are part of the gaming experience.
I will never agree that negative emotions should be used as a balancing factor, which means I don't believe people should ever be made to do something we don't want to do. I get enough of this from real life. That doesn't mean there can't be tough choices or big challenges in a game, just that "sucks to be you" and "tough cookies, deal with it" shouldn't be part of their official design. -
Well, if we're not going to keep this restricted to the Beta forums, then I might as well post this: