Post 50 powergain. Or "The dreaded level cap!"
Not going to fiddle with numbers and percentages, as there are others far more mathematically inclined (to say that's too much or too little, too often or too rare.)
We know the devs have mentioned looking at ways of improving 50s without touching the level cap. These, in general, sound like they may be right in line with that sort of planning. The only one I'd be wary of at first read through is picking one of any power, even once, to have as an inherent. Just a sense that could be... troublesome.
Woohoo! Now the Claws/SR can ALSO get some extra defense sets from Willpower and be entirely untouchable!
Rather than any power, maybe only the first two powers from any set restricted to your side, unless you have Going Rogue of course. A Hero can't have Alcaloid from Poison, or a Villain can't have Healing Aura from Empathy. Other than that, I can see this being one of the likely few options available for post-50 progression other than raising the cap or adding more purple IOs.
I like it, three thumbs up.
I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc
It seems like a ton of work to give to very few players. There are still many people who have not yet earned a 50 even.
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With all of the xp curve smoothing, debt reduction, patrol xp, and other QoL improvements that make leveling up much easier than it used to be (Back in my day, 150 hours was excellent time getting to 50!), I'd really have to say that it wouldn't be untoward for the devs to begin assuming that you've at least got a level 50 character. You may not play him/her/it any more, but, chances are, you've gotten at least one character to 50 somehow.
I wouldn't really support something akin the the method suggested here. I'd much rather prefer a much more structured set up that wouldn't throw off the delicate balance we've got at the moment. If it were as such, I predict we'd get a certain amount of whatever that we can earn for our primary and a certain amount of whatever that we can earn for our secondary along with some potential ability to screw with the native AT attribute limits (re: increase Scrapper res cap to 85%) to an extent limited by the AT itself. I've always chafed under what I found to be some of the AT limits that were too easily reached by some builds (I'm looking at you Scrapper hp cap!) and wished that there were some way to work around that.
What you are suggesting has a host of problems, not least of which being that you're trading one horrible grind for another. Getting as few as 500 of these points would require around 2500 minions, and that's just absurd as a minimum.
The bigger problem, however, is that your suggestion is just another means to get a level cap increase without getting a level cap increase. You may not mean it like this, but that's what it ends up being. When people ask for a level cap increase, they are looking to get more of what levels usually give - more powers and more slots. Specifically, more of the things Castle has expressly said WILL NOT be given even IF a level cap increase were ever considered. What your system does is exactly that - it grants more powers and more slots, but in a roundabout way. That on its face makes it unworkable.
The game, as it stands, has finite levels to which its numbers can increase, and balance becomes harder the higher they go. For instance, a player with 90% damage resistance would take TEN TIMES the normal damage to break even, and such damage would utterly DESTROY a player with little or no resistance (say a Blaster). Making the power gap between haves and have nots, as it were, too big just makes balancing the game for everybody too difficult. Couple that with the fact that, unlike most other MMOs, City of Heroes is not built around a power replacement model, where old powers become obsolete and are replaced with new powers. In City of Heroes, all powers are useful at all levels they are available for. This can easily lead to having too many power. That is, in fact, already the case for a lot of characters now.
"Attack chains" are finite, and more attacks only really end up either being obsolete or making older attacks obsolete. Too many shields cost too much because the cost adds up, and we don't have a reliable way to increase our endurance pool. It goes on and on. City of Heroes simply isn't a game built on the additive competition between opposing stats the way something like WoW is, so you can't really increase your offence a hundred times and increase enemy defence a hundred times and have everything be all fine and dandy. Look at the reasons why nasty enemies are nasty - they're not just strong, because there's a finite amount to their strength before they become absurd. Instead, they have dangerous powers, like holds and endurance drain.
The developers have discussed ways to keep improving after level 50, but if I were you, I would NOT hope to see more powers or slots, or indeed even Inventions that are too much stronger. I don't know what they have in mind, but I hope it comes with more content.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Isnt this kinda OP'd?
For 9,999 EM, you could choose a single power from any set which you would then have as an inherent power. This could only be done one single time per character. |
Hmm.....
Enervating Field on a scrapper.
Quickness on a stone tank.
Obsidian Shield on a blaster.
Granite Armor on a Thugs/FF MM
Erm....yeah, that could get out of hand real fast.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
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.
Great idea imho, but...
...we know the devs have some "+10 level sort-of" plan which gives us the opportunity to "unlock" 10 more power slots or something and it's likely it's in the GR expansion not available to non-expanders just like most other (well, THAT other one we don't talk about) MMOs.
I'd honestly rather see it being unlockable by doing something than by tedious grinding although it might mean some of my alts won't ever feel that love. Also, it might mean people need to team up and I'd love for thoose "I don't wanna team, I prefer solo" dudes to feel the.... not-love! This IS an MMO so tedious solo grinders deserve to be left out!
What you are suggesting has a host of problems, not least of which being that you're trading one horrible grind for another. Getting as few as 500 of these points would require around 2500 minions, and that's just absurd as a minimum.
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Anyone who is grinding off of JUST minions is an idiot. I am guessing by how I set up the example numbers (which were also just that, examples, final tweaking would be needed, of course.) that within 3 or 4 missions, you'd have 500.
The bigger problem, however, is that your suggestion is just another means to get a level cap increase without getting a level cap increase. You may not mean it like this, but that's what it ends up being. When people ask for a level cap increase, they are looking to get more of what levels usually give - more powers and more slots. Specifically, more of the things Castle has expressly said WILL NOT be given even IF a level cap increase were ever considered. What your system does is exactly that - it grants more powers and more slots, but in a roundabout way. That on its face makes it unworkable. |
More slots though? Practically everyone wants more slots for their 50. I honestly feel they would be quite stupid if they upped the level cap or otherwise implemented a system in which you could continue to grow post 50, and NOT include a method of gaining more slots.
The game, as it stands, has finite levels to which its numbers can increase, and balance becomes harder the higher they go. For instance, a player with 90% damage resistance would take TEN TIMES the normal damage to break even, and such damage would utterly DESTROY a player with little or no resistance (say a Blaster). Making the power gap between haves and have nots, as it were, too big just makes balancing the game for everybody too difficult. Couple that with the fact that, unlike most other MMOs, City of Heroes is not built around a power replacement model, where old powers become obsolete and are replaced with new powers. In City of Heroes, all powers are useful at all levels they are available for. This can easily lead to having too many power. That is, in fact, already the case for a lot of characters now. |
If any player felt though, that they had too many powers.. they wouldn't be forced to take a power. Unlike at level 49, where you HAVE to take a power, even if you would prefer 3 more slots.
The intent behind additional powers is that of allowing those few who feel their build is just a little short on powers (for whatever reason, I know I felt that way a little bit with my ill/kin 'troller), they could get a few more.
"Attack chains" are finite, and more attacks only really end up either being obsolete or making older attacks obsolete. Too many shields cost too much because the cost adds up, and we don't have a reliable way to increase our endurance pool. It goes on and on. City of Heroes simply isn't a game built on the additive competition between opposing stats the way something like WoW is, so you can't really increase your offence a hundred times and increase enemy defence a hundred times and have everything be all fine and dandy. Look at the reasons why nasty enemies are nasty - they're not just strong, because there's a finite amount to their strength before they become absurd. Instead, they have dangerous powers, like holds and endurance drain. |
Power Boost and Conserve power are not part of a regular fight for me, they're both powers I use in tougher fights.
As for the toggles, well, under this system there would be a viable way of increasing endurance. Up to, well, in the examples set up in my OP, +25 endurance.
So, new powers wouldn't be complete wastes.
the rest of your argument doesn't make sense to me.. Players already get the 'dangerous powers' you note, and the system I am putting forward would improve them. It would do a lot more than just increase damage output.
The developers have discussed ways to keep improving after level 50, but if I were you, I would NOT hope to see more powers or slots, or indeed even Inventions that are too much stronger. I don't know what they have in mind, but I hope it comes with more content. |
As for the special 'epic' IOs? I never said they would be much stronger. They would likely be comparable to existing Purples.
I will conclude (here) with, aside from the powers/slots, there is nothing I proposed with this system that cannot already be achieved in game. Maybe a few things cannot be done AS WELL currently in game, but .. that's the point of it being post 50.
For a couple other peoples posts:
Anyone who's made a comment about "any power".
... In retrospect, yes, that would get a little too insane. One of my problems is I build for a concept, not to maximize my power. And, one cannot deny that for concept work, that would be extremely awesome
But, the power gamers would look at it from a different perspective. People would be taking the passive +20% recharge power from SoAs, they'd be taking Rise to the Challenge, they'd be taking Granite (Although conceptually Granite would be cool for an Earth 'troller.)
I think, in the long run, 'any power' would need to be removed, much as I hate to say it..
It was initially added as mostly a "This'd be cool!" idea, anyways though.
And finally:
It seems like a ton of work to give to very few players. There are still many people who have not yet earned a 50 even. |
I am a casual player, an alt-*****, and don't play nearly as much as I would like (due to having a life outside of the game, and unreliable internet). And I have 3 level 50 chars right now, with a 4th nearing.
A friend has been playing like.. 6 months, and has a 40something scrapper and a 30something corruptor, so she'll have a 50 or two fairly soon.
Most of my other friends have at least 2 50s. Even most of those I've met fairly recently with a lowbie.
So yes, there are plenty of people who don't have 50s, but there are plenty more who do.
And using "there are those who don't have 50s." as an argument against a system like this, is like using "There are those who don't have a billion inf." as an argument for doing away with the IO system.
Don't I recall an interview pertaining to GR that said they're going to be introducing a post-50 advancement mechanism involving special enhancement-type slots? I recall it saying you will be able to get up to ten of them (no indication of how) and that each one would allow for some kind of significant advantage to the character. I'm almost certain I didn't dream that. Can anyone back me up on that?
Robin
--If we can have huge sig images, why can we have only five lines of text?
--...faceplanting like a Defender pulling an AV (Nalrok_AthZim)
Don't I recall an interview pertaining to GR that said they're going to be introducing a post-50 advancement mechanism involving special enhancement-type slots? I recall it saying you will be able to get up to ten of them (no indication of how) and that each one would allow for some kind of significant advantage to the character. I'm almost certain I didn't dream that. Can anyone back me up on that?
Robin |
However, see.. the very same issue will arise in. 3-6 months.
Instead of the cap being 50, it's 50+10, and 50s are stagnant again. That's the reason I put forth a system like I did, it would take a long time for a character to hit the "level cap" with it.
Don't I recall an interview pertaining to GR that said they're going to be introducing a post-50 advancement mechanism involving special enhancement-type slots? I recall it saying you will be able to get up to ten of them (no indication of how) and that each one would allow for some kind of significant advantage to the character. I'm almost certain I didn't dream that. Can anyone back me up on that?
Robin |
Perhaps you're thinking of the Universal Enhancemant Slots from the Marketing Survey?
--If we can have huge sig images, why can we have only five lines of text?
--...faceplanting like a Defender pulling an AV (Nalrok_AthZim)
a few of the MMO news sites (I don't recall which) did a piece on the survey. I honestly don't recall any interview where the Devs talked about new advancement.
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(The "nope" was meant to be me saying "nope" to myself about the interview and agreeing with you.)
--If we can have huge sig images, why can we have only five lines of text?
--...faceplanting like a Defender pulling an AV (Nalrok_AthZim)
What you are suggesting has a host of problems, not least of which being that you're trading one horrible grind for another. Getting as few as 500 of these points would require around 2500 minions, and that's just absurd as a minimum.
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This is endgame progression we're talking about, it's not something that's meant to come quickly.
Honestly? I thought the opposite. I thought his proposed drop rates were too high. You almost definitely defeat upwards of 500 foes (a large portion of which aren't just minions) in a single ITF.
This is endgame progression we're talking about, it's not something that's meant to come quickly. |
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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For a couple other peoples posts:
Anyone who's made a comment about "any power". ... In retrospect, yes, that would get a little too insane. One of my problems is I build for a concept, not to maximize my power. And, one cannot deny that for concept work, that would be extremely awesome But, the power gamers would look at it from a different perspective. People would be taking the passive +20% recharge power from SoAs, they'd be taking Rise to the Challenge, they'd be taking Granite (Although conceptually Granite would be cool for an Earth 'troller.) I think, in the long run, 'any power' would need to be removed, much as I hate to say it.. It was initially added as mostly a "This'd be cool!" idea, anyways though. |
1. Have it so you can only pick one of the first two of any powerset as suggested above. So my katana scrapper would not be able to have Strength of Will but only be able to select High Pain Tolerance or Mind Over Body.
2. You may only select powersets within your AT range (whether or not Power pools should also be allowed is debatable). So my blaster would have to keep with her ancillaries and hover as her sole means of protection, but say I wanted to give her a technological edge, she could at least still pick up Assault Rifle's Slug power.
3. You can only select from a primary, this probably has the most holes in it just because what's secondary for some is primary for others (poor defenders, any of their power sets you can also get in another AT...), which might make it work better with one or both of the previous two. But this could mean I could give my Defender Deflection Shield to add to her impressive abilities for buffing.
A forth suggestion that I would highly recommend for this is that while this power should be considered a temp power, that way it cannot be buffed for greater effectiveness from outside powers or IO bonuses, also the ability for it to be lost if exemplared down below level fifty. These two would probably work best together, but just one or the other might work well enough.
All in all, despite Sammy's well worded argument, I still find myself leaning int the "for" column, if only because unlike him, I have not done all of the level 50 content on either of my fifties, I know plenty out there have not.
This suggestion still needs refinement, but with some work, it could be great. And to be honest I had thought of something like this myself, but it would have still used the standard EXP system and been a more automatic thing, so this beats the stuffing out of my old idea! I will keep an eye on this, but it has my approval
tl;dr /signed with a degree of reservation but with a large dose of optimism for the concept.
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All in all, despite Sammy's well worded argument, I still find myself leaning int the "for" column, if only because unlike him, I have not done all of the level 50 content on either of my fifties, I know plenty out there have not.
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1. It's insanely slow. If it's missions, they're on HUGE maps, kill-alls and instead of doing this once, you do it several times per actual mission. Look at Unai Kemen's To Save a Thousand Worlds for an example.
2. It's stupid repetitive. If it's a mission, it's good, it's tight and it's entertaining. The first time. The problem is you have to run it a million billion times over and over and over again. See: Paper missions, grinding for Vanguard Merits.
3. It's absurdly hard. The reward is there, the mission isn't too long and it's even kind of good. Except you can't do it. You try and you fail and you try and you fail. Even if, eventually, you come up with a tactic that kind of works, you're still going to suffer many failures due to something not working right. The old Hamidon is a perfect example, and the Recluse Strike Force comes close.
There really is no other way to make enough content to make an endgame that lasts even a moderately long time for players, especially when you consider that people view end game as something that should take years to progress through. The current level 50 content is about enough to last even an average player a week, maybe two. It just isn't enough to support an end game on its own without resorting to one of the above, and none of the above are actually good things.
I really don't believe I could get behind an idea for end game REWARDS without a non-repetitive, non-grinding end GAME.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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See, the problem with content is that it's always finite, and as such really cannot support infinite or near-infinite end game in any good way. You can stretch a little content to fill a LOT of progress, but you will encounter one of the following three rotten problems:
1. It's insanely slow. If it's missions, they're on HUGE maps, kill-alls and instead of doing this once, you do it several times per actual mission. Look at Unai Kemen's To Save a Thousand Worlds for an example. 2. It's stupid repetitive. If it's a mission, it's good, it's tight and it's entertaining. The first time. The problem is you have to run it a million billion times over and over and over again. See: Paper missions, grinding for Vanguard Merits. 3. It's absurdly hard. The reward is there, the mission isn't too long and it's even kind of good. Except you can't do it. You try and you fail and you try and you fail. Even if, eventually, you come up with a tactic that kind of works, you're still going to suffer many failures due to something not working right. The old Hamidon is a perfect example, and the Recluse Strike Force comes close. There really is no other way to make enough content to make an endgame that lasts even a moderately long time for players, especially when you consider that people view end game as something that should take years to progress through. The current level 50 content is about enough to last even an average player a week, maybe two. It just isn't enough to support an end game on its own without resorting to one of the above, and none of the above are actually good things. I really don't believe I could get behind an idea for end game REWARDS without a non-repetitive, non-grinding end GAME. |
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Sam, the issue here is you're using "Hardcore, powergaming players with far too much time to devote to the game." as the 'common player'.
I STILL haven't run all the 'end game' content blueside.
Going Rogue will mean that I'll have the end-game content redside to play with, too (with one character), not to mention the flashback system, in which I can play the non-end game content that I've missed (on both sides)
I don't deny the system I proposed needs work.
I also don't deny that it could lead to a grind fest for some, and I would like a way to prevent that. The factor here though is.. it's only going to be a grind fest if you're continuing to play your character just to improve your power, which if you're just playing to improve your power, the entire game is a grind fest.
But can you propose any fair method of increasing the "power cap", without it either leading to an endless grind, or requireing the devs to CONSTANTLY add new end-game content.
Well, you could reward badges with something very small. Let's say heal badges reward a +0,1% regen bonus, defeating magic creatures badges could give a +0,1% resist to their damage etc. That would make badges meaningful again. (Although I personally think most of them should be account wide instead). Sure it's grinds, but it's different grinds!
With the imvention sets, especially purples, I think there's enough to buff you up though, but a lot of us have done most of the content repeatedly in this five year old game. More high end content for our souped up characters would be nice, and some sort of reward for it would be even nicer.
I actually have characters that have no use for more slots (MMs mostly) and really, few 50s need to get stronger although making them stronger is what drives many of us. (I still have no perma-dom, or really speedy stone tanker/brute, or super-regen'ing regen or...)
This game has lived a long time on the fact it's replayable. You really want to make more alts, and nowadays you can buy more character slots, but we deffo need the devs to think about the future, and that's why I like you're proposal anyway. I'm rather fed up making new alts that really isn't new at all playing the same-old, same-old even if I still really like the game. I wanna play those 50s I've invested so much time, effort etc on. ...and I'm fed up with ITF.
I know suggestions for raising the level cap come up all the time, and, on consideration... As much as I would LOVE to see the level cap increased, I know it's not exceptionally likely. It would require such a massive amount of work, new zones, new enemies, new powers new this, new that.. all of which would only really be that much of a boon to certain players. (As there are many who are still perfectly happy playing their 50s AT 50.)
But, there are also those like me.. who tend to have a bit of a hard time playing their 50s, because... there's just something really fun about pushing to that next level, and just getting stronger for your efforts.
With the IO system, we have that option, a little bit... but unfortunately the IO system requires us to pretty much either grind TFs, AE missions/farms, or work the market. Or just sit there and farm for inf.
I then came up with a system that might actually work. I was thinking at first, basing it off XP gain, but that would make it a little harder for the devs to control, especially post I16, where you'll gain XP even when exemped. But the Merit system is what I finally settled on for the idea.
For the moment, we will call these 'Epic Merits' or EM for short.
EM would never be awarded to anyone under level 50.
EM would never be awarded for enemies under level 50.
EM would not drop in Architect missions.
EM would be non-transferable.
EM would not drop on Mothership Raids.
(please note, all numbers are examples)
EM would be earned through the following methods:
Mission completion of a level 50 mission would grant a bonus based on the XP bonus the mission would award.
Enemy defeats:
Minions: 15% drop chance, 5% chance to drop two. (Effectively for every 100 minions killed, you'd get 20. 10 dropping 1, 5 dropping 2)
Lt: 50% drop chance, 25% drop chance for 2, 5% drop chance for 3. (100 lts would = 85)
Boss: 100% drop chance, 50% for 2, 10% for 3. (100 bosses would = 170)
EBs: Boss drop +1.
AVs: 5 EM.
For enemy levels above 50, it would earn a slightly higher drop chance (or higher chance for increased numbers from bosses), AVs would get +1 per level (so a 54 AV would drop 9)
Any instance you would earn Reward Merits, you would also earn EM.
Rewards:
For 500 EM, you could add a single slot to a power.
For 1000 EM, you could add a 7th slot to any 6 slotted power. (This could only be done once per power)
For 1000 to 3000 EM, you could add a 5% 'enhancer' bonus to a power. (This bonus would be applied like any other enhancer, other than it would not take up a slot, nor would it be effected by diminishing returns. It could replicate any standard enhancer. Cost would depend on what you were enhancing.)
For 5000 EM, you could choose an additional power standardly available to you.
*removed*For 9,999 EM, you could choose a single power from any set which you would then have as an inherent power. This could only be done one single time per character.*This idea is hereby removed from the concept. It's being left in the post so that certain posts later make sense.*
For 5000 to 9,999 EM you could choose a 5.1% 'global' buff like those awarded from IOs. As with IO set bonuses, you could only benefit from 5 of any identical one. Cost would be based off the bonus taken.
Potentially for various amount of EM, you could also get special 7 piece Purple IO sets.
The idea behind this system is that it adds very little to the game above and beyond what IO sets already offer. But it would allow for level 50s to continue to grow in power by continuing to be heroes (or villains of course).
I don't feel any of the options are exceptionally game breaking, except for perhaps the unrestricted power, which could perhaps be a touch (.. okay quite a bit) broken. But, for someone to save up until they had 9,999 EMs, and only be able to do it once.. I'm not sure it would be that bad.
If it would be perhaps too broken, some restrictions could be put in.
It is possible that this would lead to, over time, them possibly needing some slightly harder 50+ content. But, we already see a need for that with these people who can comfortably solo +4/X8 missions, or AVs, or Rikti Pylons, or any number of other things that were not intended to be soloable.
Thoughts? (Preferably on the concept, and ways it could be better balanced.)
One thing I'm toying with for balance reasons is either not granting for Minions at all, or further reducing the numbers for minions.