Mutant Pack Power
No offense, but that does seem like a bit much for a microtransaction power...
I mean, the other powers are mostly little bonuses. Like Mystic Fortune. It's common to pass around fortunes before a mission, but the recharge and the fact that it's only a random team buff balances it out.
Self Destruct is either an amusing way to kill yourself, a Ghetto Teleporter, or an "OH ****" Debt Avoidance Button.
The Super Tailor is purely cosmetic, and Ninja Run is useful as a Travel Power at low levels, but it typically falls by the way side for anything but Travel Powerless builds.
A Mini-Fitness Buff however, is a clear and distinct advantage. You have to remember that 5-10% is roughly Accolade Bonus level.
Plus, it lacks the sort of... "flash" that the other powers have. Every other booster power is flashy and distinct. (The Super Tailor lets you hulk out or switch genders, or BOTH)
It's a nice idea, it's just... you know... unlikely.
An endurance balance, especially at lower-mid levels should be done soon, IMO. There is a definite range, mostly 14-19 where endurance consumption on pretty much every set and AT becomes pretty much crippling except on teams. AND thats with acc and end slotting, etc, before people ask.
OT...I just want the mutant pack to include some decent animal faces. NOT Monster heads, animal faces. Something you can realistically use heroside without looking like a red-side reject. Whatever silly prejudices Jay has...
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
|
An endurance balance, especially at lower-mid levels should be done soon, IMO. There is a definite range, mostly 14-19 where endurance consumption on pretty much every set and AT becomes pretty much crippling except on teams. AND thats with acc and end slotting, etc, before people ask.
|
But balancing that is extremely tricky because endurance consumption is so wildly different between sets, slotting, and playstyle. For instance, it's possible to burn more endurance due to killing things too fast. And damage enhancements can be far more important than endurance reduction.
Basically, I don't strictly disagree, and I know you didn't say anything of the sort, but the issue needs to be carefully examined, rather than just slapping such a broad-reaching fix on it like another global endurance reduction.
Ahem.
OP: No thank you. Booster pack powers need to be, as someone already stated, flashy, and more importantly, balanced. Direct, personal combat perks are a no-go.
Never surrender! Never give up!
Help keep Paragon City alive with the unofficial City of Heroes Tabletop Role Playing Game!
Here's an idea:
Stimuli
You have gained control of your mutated body, allowing you to tap into more primal traits.
Click- +Perception, +DMG (3%?), +Acc (3%?), +Recovery (2%?)
None of these ideas scream "Mutant" and/or downright don't exude *anything* conceptually (you can't even *see* a passive fitness power).
Now when I think of a Mutant, I think of someone constantly changing. Evolving. So what about a click power on a long rech, that randomly gives you a temp power. What those temp powers are? I dunno. But they could create a few new powers and mix them with a few choice temp powers already in game. The charges/durations could scale with lvl, possibly?

None of these ideas scream "Mutant" and/or downright don't exude *anything* conceptually (you can't even *see* a passive fitness power).
Now when I think of a Mutant, I think of someone constantly changing. Evolving. So what about a click power on a long rech, that randomly gives you a temp power. What those temp powers are? I dunno. But they could create a few new powers and mix them with a few choice temp powers already in game. The charges/durations could scale with lvl, possibly? |
Endurance becomes an issue because you're right at the crunch between every statistical hardship - enemy HP starts pacing better, higher endurance powers crop up (level 18), you still have relatively few slots, survival powers become more crucial and cost yet more endurance, you're not quite to SOs yet, and so on.
But balancing that is extremely tricky because endurance consumption is so wildly different between sets, slotting, and playstyle. For instance, it's possible to burn more endurance due to killing things too fast. And damage enhancements can be far more important than endurance reduction. Basically, I don't strictly disagree, and I know you didn't say anything of the sort, but the issue needs to be carefully examined, rather than just slapping such a broad-reaching fix on it like another global endurance reduction. |
(No, IO'ing doesn't count. The game should not be balanced around the assumption that people can IO. Yes, some sets dont need it, Regen and Willpower. Thats pretty much it. Anything else requires a very specific build to achieve. Hardly casual gamelplay.)
/rant
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
|
For the mutant pack power I would like a combined "mini-fitness" power. +Run/Jump/Health and Stam regen (or +max health and Stam) something not as powerful as the actual pool, obviously, but enough to make it worth 10 bucks. +5 - 10% to all would be good, I'd think.
|
The chances of a permanent autopower buff with no downside, as part of a booster pack are less than zero I'd say.
"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill
For the mutant pack power I would like a combined "mini-fitness" power. +Run/Jump/Health and Stam regen (or +max health and Stam) something not as powerful as the actual pool, obviously, but enough to make it worth 10 bucks. +5 - 10% to all would be good, I'd think.