Redesign Travel Power Pools


Assailant

 

Posted

Now that we can get Flight and Super Jump as temporary powers as early as level 5, I do not se any reason for making us choose extra power at level 6 and waiting to level 14, just to get a travel power. Crossing zones with out a travel power can be tedious, and at best it is still not something I consider fun.

I know that the Immobilization of the Jumping pool can be useful to many squishes, and that many find Hasten essential. However, many of the builds I have read that need Hasten recommends Super Speed as a travel power, just to avoid waiting a power choice on getting another travel power. It is a shame that travel powers are not chosen purely for concept/comfort.

So I suggest that the actuarial travel power of a power pool was switched with the attack based power among the first two. If range based characters was a melee attack early on they can take the fighting pool, or just choose the melee attack at level 14+. And melee based characters can choose a power from their attack power set instead, or take the attack based pool power at level 14+.

Yes some characters would get another power out of it because they did not have waist a power choice on a power that the do not use, but in return they would likely have to spend slots on that power as well to make it effective that they previously had used on other powers. I think it will cancle out in the end power wise, but it would be a great boon to convenience, character concept, and fun of the early levels.


 

Posted

I dont see any reason for this.
As you say yourself you can get temporary travel powers at lvl 5. why make these obsolete at lvl 6?

/un-signed

jbWarsmith out!


 

Posted

Actually, this is already happening (to some extent) with the 60 month vet reward:

City Traveller
[ QUOTE ]
For the 60 month veteran reward, players receive the City Traveler badge, an additional Character Slot, 5 Reward Merits, and will be able to access the Flight, Superspeed, Teleport, and Superleap Power Pools at level 6 without having to take a tier 1 or 2 power in that pool.

Note: that the Tier 4 powers (Team Teleport, Group Flight, Whirlwind and Acrobatics) are unaffected and their availability is unchanged by this.

[/ QUOTE ]


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Posted

60 month vet reward.
Don't "fix" what isn't broken, especially if it can break other peoples' builds.

/unsigned.


 

Posted

Anything easy mode?

No thanks.

Also it doesn't take that long to get to level 14 anyway, so not really necessary.


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Posted

Mmm no. Would negate the 60month vet reward.


 

Posted

[ QUOTE ]
Now that we can get Flight and Super Jump as temporary powers as early as level 5, I do not se any reason for making us choose extra power at level 6 and waiting to level 14, just to get a travel power. Crossing zones with out a travel power can be tedious, and at best it is still not something I consider fun.

[/ QUOTE ]
Contradiction in that first sentence; with Flight and SJ as temps, no one's being made to choose extra powers in the early levels.

Not that they ever were, of course, but now they're even more skippable until later. These days I'll get the temp powers early on and typically wait until at least the mid-20s to start looking at travel powers; my Crab Spider got by on the temps until the early 40s.

So, /unsigned.

Edit: Fixed typo


 

Posted

Rather than take the pre-requisites away from the travel powers they created these temporary powers so that you don't need to go picking 'unnecessary' powers in the early levels anymore and you are still not happy?

I have loads of level 50's that still have plenty of time on their jetpack and jumppack.

Aside from that you don't actually 'need' a travel power anyway, especially now that we have ouroboros portals, pocket D teleporters, base teleporters etc. My Bane spider gets around on unslotted swift + sprint (And whatever the Bane version of swift is).


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Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

[ QUOTE ]
Rather than take the pre-requisites away from the travel powers they created these temporary powers so that you don't need to go picking 'unnecessary' powers in the early levels anymore and you are still not happy?

[/ QUOTE ]
I'm happy. I assume this is a <QR>?


 

Posted

[ QUOTE ]
I'm happy. I assume this is a <QR>?

[/ QUOTE ]
Depends what QR means ...

It was aimed at the original post though


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
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PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

QR = quick reply, it shows as if you replied to the last poster rather than original poster.


 

Posted

[ QUOTE ]
QR = quick reply

[/ QUOTE ]
Thats what I thought it meant, thank you


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
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PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

QR

Nope don't see the point the travel powers are pretty much fine as is and others have said its relatively easy to do without a travel power for the majority of the game.


 

Posted

[ QUOTE ]
[ QUOTE ]
I'm happy. I assume this is a <QR>?

[/ QUOTE ]
Depends what QR means ...

It was aimed at the original post though

[/ QUOTE ]
Suspected as much.

QR = "Quick Reply"; type into the text box at the end of thread rather than hit the "Reply" button for a specific post.

QR's can make it look like your post's replying to the contents of whatever post happened to be at the end of the thread, which can lead to a bit of eyebrow-raising.


 

Posted

Ah I always try typing in the bottom part but I get that annoying 'form invalid' bug far too often

Like for example while trying to post this! Gah!


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

[ QUOTE ]
its [sic] relatively easy to do without a travel power for the entire game outside of PvP.

[/ QUOTE ]Fixed. Two travel-less 50s. Would be three, but Warshades don't count.


 

Posted

[ QUOTE ]
Actually, this is already happening (to some extent) with the 60 month vet reward:

[/ QUOTE ]
I did not even know that one, I do not tend to read about the things I can not get.
I doubt that that I will ever make it to 60 months, it is still another 3 and a half year away for me. Further more I do not find the argument “you only have to wait 5 years to be able to get a travel power with one power choice” a valid argument. If that solution is technically possible it should not be limited to 5 year veterens. If anything it should be a argument for redesigning the 60 month vet reward.

[ QUOTE ]
Don't "fix" what isn't broken, especially if it can break other peoples' builds.

[/ QUOTE ]
If you want a way to not brake any existing build they could apply 60 month vet reward to all, that way no build would be broken.

[ QUOTE ]
Anything easy mode?

No thanks.

Also it doesn't take that long to get to level 14 anyway, so not really necessary.

[/ QUOTE ]
I have nothing against a challenge, if it is fun. But I do not consider crossing a zone on foot fun, nor that challenging, just time consuming and tedious.

Sure villain side I can get a character to level 10 in one evenings play, but hero side it take me 2 or 3 nights. Only ever gotten 2 heroes past 14 before they became to boring to play.

[ QUOTE ]
Contradiction in that first sentence; with Flight and SJ as temps, no one's being made to choose extra powers in the early levels.

Not that they ever were, of course, but now they're even more skippable until later. These days I'll get the temp powers early on and typically wait until at least the mid-20s to start looking at travel powers; my Crab Spider got by on the temps until the early 40s.

[/ QUOTE ]
No, there is no contradiction there. Character concept wise there is a huge difference between having a backpack appear for flight and having the flight power. And good for you that you can skip the powers until later, but doing so saps some of my fun.

[ QUOTE ]
Aside from that you don't actually 'need' a travel power anyway, especially now that we have ouroboros portals, pocket D teleporters, base teleporters etc. My Bane spider gets around on unslotted swift + sprint (And whatever the Bane version of swift is).

[/ QUOTE ]
I have neither the base teleporter (and most of my characters are not in a SG) nor the Pocket-D teleporter. and only one of my charters have the ouroboros portal (my lvl 50 brute). Even so, the ouroboros portal would not help pre level 14 (and thus pre travel power) anyway.


 

Posted

[ QUOTE ]
[ QUOTE ]
Contradiction in that first sentence; with Flight and SJ as temps, no one's being made to choose extra powers in the early levels.

Not that they ever were, of course, but now they're even more skippable until later. These days I'll get the temp powers early on and typically wait until at least the mid-20s to start looking at travel powers; my Crab Spider got by on the temps until the early 40s.

[/ QUOTE ]
No, there is no contradiction there. Character concept wise there is a huge difference between having a backpack appear for flight and having the flight power. And good for you that you can skip the powers until later, but doing so saps some of my fun.


[/ QUOTE ]
So at the very end of your OP, when you say "I think it will cancle out in the end power wise, but it would be a great boon to convenience, character concept, and fun of the early levels." you actually just meant "...a great boon to character concept"? And "fun", in as much as you like to keep to your character concept, but that's not really a separate reason.

Fair enough, but it's not very likely that they'll make major changes to pool mechanics because of a few people want to stick to character concepts so rigidly they'll avoid available alternatives.

Still /unsigned


 

Posted

[ QUOTE ]
I doubt that that I will ever make it to 60 months, it is still another 3 and a half year away for me. Further more I do not find the argument “you only have to wait 5 years to be able to get a travel power with one power choice” a valid argument. If that solution is technically possible it should not be limited to 5 year veterens. If anything it should be a argument for redesigning the 60 month vet reward.

[/ QUOTE ]Stop being a selfish little kid. I want the Arachnos Helmets vet reward. It's extremely unlikely I'll ever get them. Do you see me whining about it? Heck, by your logic they should allow everyone to have all the vet awards from day one. It's not like the 6 month one is any more necessary than the others (personally I want the costume ones the most).
[ QUOTE ]
I have neither the base teleporter (and most of my characters are not in a SG) nor the Pocket-D teleporter.

[/ QUOTE ]So buy the Pocket D teleporter from the online store, it comes with the GvE pack which also includes other goodies. If you don't want to fork over the money, then you obviously don't want or need the travel convenience as badly as you think you do.


 

Posted

[ QUOTE ]
It is a shame that travel powers are not chosen purely for concept/comfort.

[/ QUOTE ]
This bit I agree with.

tbh I had hoped that this thread would be a suggestion to expand travel pools in a similar way to the recent expansion of some 'epics' - i.e. keep the current powers as they are but add a couple more choices at some of the tiers. Would give people more flexibility whilst keeping the higher-level powers as something to work-to/earn.


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Posted

[ QUOTE ]
Sure villain side I can get a character to level 10 in one evenings play, but hero side it take me 2 or 3 nights. Only ever gotten 2 heroes past 14 before they became to boring to play.

[/ QUOTE ]

Like I said, not that long. Personally I think there are aspects of a characters development that should take a bit of time, mainly because this is an MMO, and therefore it would completely negate the point of playing if you get everything from day 1 (see Capes)

And as you yourself have said you can get temporary travel powers at level 5 anyway, so why is there the need to reorganise the travel power pools?


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Posted

[ QUOTE ]

Sure villain side I can get a character to level 10 in one evenings play, but hero side it take me 2 or 3 nights. Only ever gotten 2 heroes past 14 before they became to boring to play.

[/ QUOTE ]

Your obviously playing a different game then, my 5-day old villain is still at level 4 but I can get a hero to about level 8 in 30-40 minutes.

Have you ever done a sewer run? That might be your problem. With sewer runs, you can get to level 8 in 30-40 minutes, as said above, and if you have a good quick killing team, then level 10-12 is possible in a hour. It takes another 15-30 minutes or so to get to 14.

So there you go. You can get to 14 on Heroes in about 1hr and a half. On villains, it's a different story.

And by the way, I'm /unsigned to this. As I say above, not harding getting to level 5, and then you can go and get your jetpack. If you really do want travel powers early, then as Blitzkreiger says, shell out a few quid to get a nice Pocket D teleporter, or get a toon to level 5 and then go and get your jetpack which is not hard.


 

Posted

[ QUOTE ]

So at the very end of your OP, when you say "I think it will cancle out in the end power wise, but it would be a great boon to convenience, character concept, and fun of the early levels." you actually just meant "...a great boon to character concept"? And "fun", in as much as you like to keep to your character concept, but that's not really a separate reason.

Fair enough, but it's not very likely that they'll make major changes to pool mechanics because of a few people want to stick to character concepts so rigidly they'll avoid available alternatives.

Still /unsigned

[/ QUOTE ]
No I mend all 3. Let me put it this way.

Convenience: Not having to pick a throw away power. not having to run a safeguard/mayhem at level 5 and 10 but being able to wait until level 9 and 14 (for badge hunters) or skipping them entirely.

Character concept: Not having to use the backpack going with the temporary powers, and getting access to teleport and superspeed in the early levels as well.

Fun: Not having to waist so much time between missions in the early levels.

The argument you quoted was specifically a counter to the “waiting until mid range level to pick travel powers and relying on the temporary powers” rather then clarification of my first post.


 

Posted

[ QUOTE ]
Stop being a selfish little kid. I want the Arachnos Helmets vet reward. It's extremely unlikely I'll ever get them. Do you see me whining about it? Heck, by your logic they should allow everyone to have all the vet awards from day one. It's not like the 6 month one is any more necessary than the others (personally I want the costume ones the most).

[/ QUOTE ]
The very fact that the developers have allowed a travel power to be chosen with use one power use from the pool in question ,should be a good enough argument that the current setup is flawed. And when I suggest a solution that would fix it for everyone instead of just the exclusive group of the 5 year veterans you can be selfish?
And on the principle, yes I would like to se all the veteran costume peaces make available to all (and all the preorder bonuses), but that it a totally different debate.

[ QUOTE ]
So buy the Pocket D teleporter from the online store, it comes with the GvE pack which also includes other goodies. If you don't want to fork over the money, then you obviously don't want or need the travel convenience as badly as you think you do.

[/ QUOTE ]
I am not planning on buying any more booster packs at the moment. Maybe once the future the game is a bit clearer.


 

Posted

[ QUOTE ]
Your obviously playing a different game then, my 5-day old villain is still at level 4 but I can get a hero to about level 8 in 30-40 minutes.

Have you ever done a sewer run? That might be your problem. With sewer runs, you can get to level 8 in 30-40 minutes, as said above, and if you have a good quick killing team, then level 10-12 is possible in a hour. It takes another 15-30 minutes or so to get to 14.

So there you go. You can get to 14 on Heroes in about 1hr and a half. On villains, it's a different story.

[/ QUOTE ]
By any chance have you been playing Heroes a lot more the Villains? Personally I have played almost exclusively villains until mid December, before that I never managed to get a hero past level 5 before I gave up on them.