Consolidated Empowerment Station thread
they should maybe make temp powers craftable like say...temp travel powers? or maybe temporary acc/damage/defense/other boosts?
"You, dear sir, are a legend. "- nelly. "PIE DOESN'T HAVE TENTACLES!"
Bladewing Draconian lvl 30 KAT/SR scrapper
DarkNinjutsu lvl 50 DM/REG scrapper
Dajoji Hino lvl 50 elm/ela scrapper
Bloody Byakko lvl 20 claws/sr scrapper
[ QUOTE ]
they should maybe make temp powers craftable like say...temp travel powers? or maybe temporary acc/damage/defense/other boosts?
[/ QUOTE ]
I believe they've talked about this. Perhaps someday "soon"...?
"OK, first of all... Shut Up." - My 13-Year-Old Daughter
29973 "The Running of the Bulls" [SFMA] - WINNER of the Mighty Big Story Arc Contest !
- The Stellar Wind Orbital Space Platform
what if doing a Mayhem/Safeguard unlocked the recipe on the Empowerment Station so you could re-craft those temp travel powers?
how do the other Mayhem powers like Run Speed and Recovery stack up against the Empowerment version?
Debt Protectoin off the Empowerment station would certainly be interesting.
[ QUOTE ]
what if doing a Mayhem/Safeguard unlocked the recipe on the Empowerment Station so you could re-craft those temp travel powers?
[/ QUOTE ]
Well, for one thing, many people would stop taking travel powers. Just continuously re-create that flying backpack.
"OK, first of all... Shut Up." - My 13-Year-Old Daughter
29973 "The Running of the Bulls" [SFMA] - WINNER of the Mighty Big Story Arc Contest !
- The Stellar Wind Orbital Space Platform
I'm gonna look at the buffs:
> Miscelaneous Buffs [[AKA: THE GOOD ONES]]
* Grant Invisibility (Empowerment)
Great buff, equivalent to pool stealth, which time and again has been proven to be more than adequate for most sneaky needs, if the user is careful.
* Increase Attack Speed (Empowerment)
+20% attack rate enhancement? That's AWESOME. Again, great buff, few would complain.
* Increase Perception (Empowerment)
20% increase is 1/3 of tanker/scrapper +per powers, 1/4 of defender tactics, 2/5 of Blaster tactics, 1/5 of defender clear mind. Not a cure all, but it will likely let you see nearby stuff in the presence of PVE magnitude -per or +stealth. A good "patch it up" solution if a mission/foe group is giving you problems.
* Increase Recovery (Empowerment)
17% is more than 2/3 of unslotted stamina, or roughly .28 endurance per second. Enough to offset entirely the cost of a typical armor toggle, this is fairly hot, especially considering that it stacks with others.
* Knockback Increase (Empowerment)
About a single KB SO worth of enhancement, I guess if you're going for distance, this will get you +60% of base, meaning it's effective at what it does. Of course, the extent to which this is valued will vary a lot.
* Knockback Protection (Empowerment)
-10 mag protection for a blaster? This is 2.5 KB IOs. Now, since a KB IO seems to run about 3 million, and will last you about 300 hours (10 - 50 at a "moderate" pace), which clocks it in at about 10,000 per hour, this buff is then worth about 25k. Seriously though: Probably the best buff on the empowerment station.
* Slow Resistance (Empowerment)
This buff is actually AS good as the slow resistance in a Ice Tanker's "Perma Frost" power, clocking in at 20%. Not shabby at all.
> Travel Buffs
* Increase Flight Speed (Empowerment) 20% is 1.5x unslotted swift
* Increase Run Speed (Empowerment) 20% is 0.57x unslotted swift
* Increase Jump Speed (Empowerment)
20% is 0.125x unslotted hurdle's speed increase, 0.165x unslotted hurdle's jump height increase.
Buff jump speed, and maybe runspeed. A 20% flyspeed boost is actually not bad at all, apparently.
> Mez Resist Powers
* Sleep Resistance (Empowerment)
* Confusion Resistance (Empowerment)
* Disorient Resistance (Empowerment)
* Fear Resistance (Empowerment)
* Hold Resistance (Empowerment)
* Immobilize Resistance (Empowerment)
18% means mez times are divided by (1 + .18 + (your other mez resists))
Since they only apply to one mez type, and yield something less than a 1/6 decrease in mez times on their own, I feel they are a bit weak. Buff Plox. 33% would reduce mez times by 1/4 on it's own, and since mez resists cap at 100% for all AT's (reduce mez time by 1/2) it is already tightly reigned in.
> Damage Resist Powers
* Smashing Resistance (Empowerment)
* Toxic Resistance (Empowerment)
* Cold Resistance (Empowerment)
* Lethal Resistance (Empowerment)
* Negative Energy Resistance (Empowerment)
* Psionic Resistance (Empowerment)
* Fire Resistance (Empowerment)
* Endurance Drain Resistance (Empowerment)
* Energy Resistance (Empowerment)
5%? Gugh. That doesn't impact your survivability signifigantly until you are at/above 75% resist already. Make them good, and make them costly if need be. Rare base salvage doesn't grow on trees, so let the would be "exploiters" burn it up, just let me actually make a difference in a tough mission by taking one of these.
There, now how do YOU feel about these powers?
Mission Arc: Metatronic Mayhem (Id 1750): A tale of robots gone wrong, rogue robots gone right, and madmen gone every which way but loose.
If it were up to me Empowerment Stations would:
[*]Create Special Inspirations rather than the buffs they do now.[*]They'd produce the same effects as the buffs but duration & strength would be appropriate for Insps.[*]2nd tier stations would create 2nd tier inps and 3rd create 3rd.[*]You store them in you insp storage and sell them on the market.[*]Like any insp they would stack.
This is a song about a super hero named Tony. Its called Tony's theme.
Jagged Reged: 23/01/04
Back before I9, my biggest worry about the Empowerment Stations was that people would use up all the hard-to-get Base Salvage in making the better buffs.
But the ability to convert Invention Salvage into Base Salvage has changed all that. (I'm quite surprised more people haven't written about this.) I can now convert six pieces of crappy unwanted Tech Salvage into a Tech Software, or an Experimental Tech, instead of deleting them. If I ever run short of the bulkier stuff, like Material or Power, it can be picked up for pennies at Wentworth's.
[ QUOTE ]
[ QUOTE ]
what if doing a Mayhem/Safeguard unlocked the recipe on the Empowerment Station so you could re-craft those temp travel powers?
[/ QUOTE ]
Well, for one thing, many people would stop taking travel powers. Just continuously re-create that flying backpack.
[/ QUOTE ]
I'd actually prefer the jump pack. Back on topic, how would this be bad? It would allow for much greater freedom of choice as far as powers and role-players and whatnot. I can't see a true negative to having travel powers being craftable, especially since those mayhem/safeguard powers aren't quite as fast as the true versions of the powers.
[ QUOTE ]
If it were up to me Empowerment Stations would:
[*]Create Special Inspirations rather than the buffs they do now.
[/ QUOTE ]
The advantage of the temp powers is that they will remain in effect on your character if you die.
Do you really think it's worth losing that benefit?
[ QUOTE ]
[ QUOTE ]
what if doing a Mayhem/Safeguard unlocked the recipe on the Empowerment Station so you could re-craft those temp travel powers?
[/ QUOTE ]
Well, for one thing, many people would stop taking travel powers. Just continuously re-create that flying backpack.
[/ QUOTE ]
I don't see people running around with the temp travel powers from Sirens Call.
Is that a result of the unprectable nature of the Sirens store? Or is that a sign that limiting the travel buff by in-game time instead of active time is a good way to preserve the benefit of the actual pool powers?
[ QUOTE ]
[ QUOTE ]
If it were up to me Empowerment Stations would:
[*]Create Special Inspirations rather than the buffs they do now.
[/ QUOTE ]
The advantage of the temp powers is that they will remain in effect on your character if you die.
Do you really think it's worth losing that benefit?
[/ QUOTE ]
Honestly? YES
This is a song about a super hero named Tony. Its called Tony's theme.
Jagged Reged: 23/01/04
So, are you saying the same amount of salvage for a 30-90 second buff from an inspiration rather than an hour as it is now?
"...freedom isn't a commodity to compromise." -- Captain America, New Avengers #21
Guide to Base Teleporters
[ QUOTE ]
Are Empowerment recipes too boring? Most of what Empowerment does is duplicatable (or even done better) by Inspirations.
The only "unique" things they have are...
Grant Invis
End Drain Resist
Regen
Recovery
Travel Buff (and those are way too weak.)
Would more unique recipes be useful?
[/ QUOTE ]
These were my thoughts on the Empowerment Stations. The thread didn't get much love, so I gave up, make of it what you will.
That recurring idea of taking the buff with you as an inspiration and triggering when you really need it... I'm just not getting that.
We have a team, we face an AV. What are the possible matchups?
We kill the AV easily. OK, no buff needed. Who cares about empowerment either way?
We kill the AV, but it's tough. A few deaths, but we overcome. Still seem to do a good job without empowerment.
We're outmatched, we team wipe. OK, NOW we need empowerment. So we rez to the base, hit the station, get a buff, and use it to help take down the AV. Does the timing matter, though? We still don't buff until it's absolutely needed.
See, I don't think a lot of people would fill their insp tray with empowerments and pop them in combat. I think people are more inclined to go shopping only when it's absolutely needed. At which point there's no advantage to firing the inspiration right then instead of a minute earlier.
How often do you hear "ok, everyone rez and buy a tray full of purples so we can beat this guy" instead of seeing people who come equipped with a tray of purples already on them?
Then there's the whole issue that if you take an empowerment effect like Resistance to Lethal and make it operate like buying a Rugged, what's the difference? Do you make buying Insps as useless as buying SOs has become in the days of common IOs? but that's a different issue entirely.
Let's look at it another way...
How about being able to craft inspirations in addition to temp powers? I, for one, would definately be found assembling some XXL purples...
[ QUOTE ]
Let's look at it another way...
How about being able to craft inspirations in addition to temp powers? I, for one, would definately be found assembling some XXL purples...
[/ QUOTE ]
Getting a new source of large insps would probably be good for the game. (Right now the only place to buy them is Sirens Call, right?) it's also be interesting to give them a crafting cost instead of just an Inf cost.
however, that still wouldn't do a thing to fix the uselessness of the recipes we currently have
I'm not opposed to Insps. I eat them like candy. I just don't see how changing the current enhancement powers into Insps would be an improvement.
[ QUOTE ]
[ QUOTE ]
Let's look at it another way...
How about being able to craft inspirations in addition to temp powers? I, for one, would definately be found assembling some XXL purples...
[/ QUOTE ]
Getting a new source of large insps would probably be good for the game. (Right now the only place to buy them is Sirens Call, right?) it's also be interesting to give them a crafting cost instead of just an Inf cost.
however, that still wouldn't do a thing to fix the uselessness of the recipes we currently have
I'm not opposed to Insps. I eat them like candy. I just don't see how changing the current enhancement powers into Insps would be an improvement.
[/ QUOTE ]
There used to be a way to do this. Farming Kora Fruit missions. And the devs nerfed the Kora down to lvl II inspirations when the inspiration storage stations were added into the game. So I'm guessing the devs don't want us to have easy access to these.
"OK, first of all... Shut Up." - My 13-Year-Old Daughter
29973 "The Running of the Bulls" [SFMA] - WINNER of the Mighty Big Story Arc Contest !
- The Stellar Wind Orbital Space Platform
I never had Kora...what did they do? and can you get them anymore?
"You, dear sir, are a legend. "- nelly. "PIE DOESN'T HAVE TENTACLES!"
Bladewing Draconian lvl 30 KAT/SR scrapper
DarkNinjutsu lvl 50 DM/REG scrapper
Dajoji Hino lvl 50 elm/ela scrapper
Bloody Byakko lvl 20 claws/sr scrapper
They were repeatable blinky missions in the shard and each blinky gave a large inspiration and there were like 5 or 6 or maybe more per mission. You could get a ton of biggies doing it.
To expand on Lunch Box:
Kora Fruit missions come in 3 cave sizes - Small, Medium and Large.
Small caves have 5 glowies
Medium caves have 10 glowies
Large caves have 15 glowies
The cave contains one of the following in the mission description, which identifies the type of inspiration the glowies will give you
Red Kora - Gives a Focused Rage inspiration from each glowie
Yellow Kora - Gives a Keen Insight inspiration from each glowie
Green Kora - Gives a Dramatic Improvement inspiration from each glowie
Blue Kora - Gives a Catch a Breath inspiration from each glowie
Purple Kora - Gives a Good Luck inspiration from each glowie
Mixed Kora -Gives 1, 2 or 3 of each of the above inspirations in total, depending on the number of glowies.
oh.....DEVS GIVE ME BACK THE KORA I NEVER HAD!!!!
"You, dear sir, are a legend. "- nelly. "PIE DOESN'T HAVE TENTACLES!"
Bladewing Draconian lvl 30 KAT/SR scrapper
DarkNinjutsu lvl 50 DM/REG scrapper
Dajoji Hino lvl 50 elm/ela scrapper
Bloody Byakko lvl 20 claws/sr scrapper
FYI - Kora still exists in the game (run missions in Firebase Zulu and the Cascades until you get Dr. Huxley. She assigns the repeatable Kora missions) But, as Zubenelgenubi said, it's now only Tier II inspirations, whereas it used to be Tier III.
ah thanks....now i need to get my new PC together so i can slot in my hard drives, grab my monitor, keyboard, mouse, and begin with the kora farming..and such nonsense.
"You, dear sir, are a legend. "- nelly. "PIE DOESN'T HAVE TENTACLES!"
Bladewing Draconian lvl 30 KAT/SR scrapper
DarkNinjutsu lvl 50 DM/REG scrapper
Dajoji Hino lvl 50 elm/ela scrapper
Bloody Byakko lvl 20 claws/sr scrapper
yup. but the question I asked that hasn't been answered was this...
Kora for large insps was "too easy". If large insps had a crafting cost, instead of simply harvesting them, would that no longer be "too easy"? Would they then be "fairly priced"?
however, would an Insp Crafting station be a worktable of its own? or another Medical Main? Would it be added to the Empowerment station at all?
[ QUOTE ]
I use the knockback one all the time...
[/ QUOTE ]
I also. I take the knockback protection Empowerment buff and use it for the Katie Hannon TF. It works fantastic.