Epic/Ancillary proliferation for I16?
[ QUOTE ]
DISCLAIMER: Yes, villains get screwed because they don't have ancillaries that give them thematic choices. No I don't think this is fair. Yes, I think the devs should fix this.
[/ QUOTE ]
Signed.
Personally I'd rather have new APPs than proliferate the old ones. Where's Arms Mastery so Blasters and Defenders can swing a sword, axe, or mace, or Projectile Mastery so Controllers, Tankers, and Scrappers can shoot lethal arrows and assault rifles?
Villains are harder to fix, since they're tied in to the Patrons, which arguably takes care of any and all thematic complaints: your Patron is X, so you get X-related powers. If they want to proliferate or introduce new epics/ancillaries for villains, they'd either need to get rid of the patron aspect altogether or introduce new Fire/Psychic/Energy/etc. patrons.
Storm Summoning is great because it makes you better than everyone else in the game. - Camma
Knockback is mitigation. It won't be removed just because meleers ***** and moan. - Chaos Creator
Patron powers are the most epic fail I can think of in game design.
Start with the bad idea of theming player powers into NPCs (with no alternative choice).
Make that an even worse idea when you realize story arc unlocked powers means no respecs.
Instead of changing your mind, get sillier by realizing that if people can't respec, you'd better make every set a clone of every other set.
Achieve this by not including any of the "uber" powers that are usually specific to a certain epic pool and justify getting it.
Include a tiny discount to endurance and tell the customers that the respec restriction is balanced by patrons being stronger.
EGADS!
Anyway, I would say that GR should include a lot of epic proliferation for obvious reasons, and that dark and elec elements are addressed by the patron pools hero ATs should be getting. The most sensible idea would be to include a hero arc that inbolves stealing tech from Arachnos, to explain why heroes would get those pools too (and they should, so that switching does not mean having to change powers). Alternatively, simply rename the mu pool while providing generic maces so that mace mastery is not Arachnos specific.
A game is not supposed to be some kind of... place where people enjoy themselves!
Darkness Mastery for Tanks, Pyre Mastery for Scrappers, Electric Mastery for both
So want Pyre Mastery for Scrappers. You also brought up Rad though, and it would be cool to have Rad Mastery for Blasters.
More choices in general, and give the 5th power to those that don't have it.
[ QUOTE ]
Darkness Mastery for Tanks, Pyre Mastery for Scrappers, Electric Mastery for both
[/ QUOTE ]
Oh yes, forgot about Darkness Mastery for Tankers! Thanks!
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
DISCLAIMER: Yes, villains get screwed because they don't have ancillaries that give them thematic choices. No I don't think this is fair. Yes, I think the devs should fix this.
)
OK that out of the way. Is there any chance that the ATs getting new thematic pairing could get some proliferation of their ancillary sets. Controllers, lucky bastids that they are, already have thematically appropriate ancillary sets in place, and Blasters are out of luck because there's no such thing as Radiation Mastery but could the others get:
Defenders: Chill Mastery (As Blasters but exchanging the T1 powers for Ice Slash and Ice Patch [melee version].) and/or Munitions Mastery
Tankers: Electric Mastery
Electric Fence
Tesla Bolt
Lighting Bolt
Ball Lighting
Scrappers: Pyre Mastery (As Tankers) and/or Electric Mastery (as above)
OK folks: FLAME ON!!! (Hopefully with Scrapper Pyre Mastery.
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.