-
Posts
57 -
Joined
-
Quote:Snipped for ultimate truth.I, personally, am glad that the devs have finally realized this mistake and are willing to make a change for the good of the game. No longer will I have to pause my game and stare at a blue bar that seems to read, "Please be patient while your fun is loading."
-
Quote:This.As for one slot powers... self rezzes, passives that get skipped, rezzes, build ups, taunt/confront... there's a lot of powers in sets that provided a benefit at one slot and often get binned just because there's no room to pick it as a power on endurance thirsty ATs.
The fitness pool powers will still need a variable amount of slotting for different builds, leaving a resource choice involved. IMO slot juggling is much more flexible and less annoying than wanting to get a neat and/or utility power to help in some situations and/or feel cooler but 'having' to spend the power choice on what amounts to a socket to plug enhancements into basic character attributes.
I wouldn't mind if they started out with zero slots and actually directly are the base character stats they affect, requiring a slot and enhancement to get any effect at all. -
-
Quote:Why is this a problem?Here's a real concern:
I usually slot Health and Stamina up to 3 slots each to make them wholly effective. With the change, I'll do the same. But that leaves me with a dearth of enhancement slots for whatever powers I take in their place.
We're basically getting more powers, but with the same number of enhancement slots. The numbers were balanced before, but now they won't be.
If people are comfy with their picks and slotting now, then they have room for a couple of convenience utility powers or another travel set for RP/visual interest. Or there's the choice of taking a couple powers people actually wanted but faced the irritating choice of 'having' to take a power that feels like it should be a character attribute rather than part of a powerset.
Quote:What do you guys think?
Should we be able to choose whether our characters get the effects of Swift and Hurdle as inherents? Or should we just accept a full-port without changes?
As for me, I'd vote to have Swift and Hurdle to be part of base Run, Fly and Jump movement, where by slotting them you're improving your base movement and by not slotting them you're moving at normal speeds for someone at Lv1
Personally, one of the reasons I left the game after trying it when CoV came out was wondering why my energy pool seemed to be powered by an arthritic gerbil. Dynamic energy regen integrated directly with the basic build framework of every character is one of the things that drew me to CO (too bad for Cryptic they seem to have left everyone competent at making games beyond the basic mechanics here at Paragon). One of the reasons I almost refused to let my friend draw me back in with Going Rogue was learning of the "YOU HAZ TO TAKE FITNESS!!!!" mindset. Learning of the fitness pool becoming inherent prompted me to set my sub up tri-monthly instead of monthly. -
I agree, aye. The Power arc is positively tame compared to the Crusaders. And pretty amusing sometimes.
-
I just started playing a war mace brute and love it so much more than any of the punchy or stabby scrappers I tried... is that imbalanced?
-
The discussion of the relative merits of the primaries in this thread is nicely illuminating, especially of the reasoning behind the playstyles that lead to some people ranking them differently. I want to sincerely thank everyone in this thread for confirming to me that Plant Domination has just the type of dickery I'm looking for (I love confuses and nastying up the terrain
).
I'm curious about the secondaries, though. I know Fire is highly regarded for general effectiveness, but I find myself wanting to go plant/ice or (slightly less enthusiastically) plant/thorns for the concept and personality of the character I have in mind. How do they stack up?