Unlocking Power Pools at Level 0 on earned respec
Pointless, completely missing the point of the first couple of levels, and a general lack of how the leveling system works is what I think
The fact is, the developers current power selection forces players to take at least one attack, one defensive power if they are a defense type, one control power if they are a control type, and so on.
This means that even the worst players have to have the basic powers for their archtype. Allowing players to select power pools from level 0, even on a respec, would allow some players to completely bypass a primary or secondary power set choice. As of now, if I ever see anybody with more pool powers than their primary or secondary powers, I know automatically to one-star them and never work with that player.
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I think by the time an earned respec can be had, they should know enough to avoid that pitfall. |
Trust me, I've had to explain to players with 48 month vet badges what basic powers like O2 Boost and Increase density do. All servers have players who even after multiple years in the game do not understand gameplay basics.
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. I think there are certain builds where the forced selection of beginning powers is detrimental or results in powers that essentially will be lightly or never used |
For players on the Villain side, again, they can drop down a bit further in level since both Weird Science and Snake Uprising cap at level 8 in Ourobous, placing the player at a level of 13. The lowest they can go on a strike force is 24, which is the Cap'Au"Diable Strike Force. Theoretically a player could do the first Tree Respec at 24, not level, then go on a Cap'SF and still be 24 under the exemption rules.
Now, since you absolutely have to choose 3 powers before the power pools open up currently on a respec, I'm left wondering at just how bad a players build is going to be if they want to select power pool sets earlier than that. Power Pool attacks are worthless, they don't do any particularly good damage per endurance, and there's already a vet reward to bypass the travel restrictions and take a travel power at an earlier level.
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So I'm left struggling to see where this opening up power pools at an earlier level is a good idea. It breaks the safety aspect of a game by making sure a player has to have the minimum amount of powers to be their archtype, and unless you're trying to set world records for fastest Ourobous mission completion times, completely pointless for players looking at task forces or general teaming.
So, bad idea. Throw it in the dumpster where it belongs.
C'mon now - there are plenty of ways to gimp yourself in this game if you are uneducated -even given the current methodology. Your position limits that perhaps, but it does not prevent it. Conversely, especially with respect to PvP builds and certain others, builds can be very very tight. Any inclusion of a primary or secondary power that will not be used but is currently required at the expense of including a pool (or epic) power that would be useful is a waste.
Such malice in your post. You may think this idea has no merit and you might be right. I suspect, however, that you are not necessarily in the high majority of the people, if you are there at all. Therefore, I will retrieve my crumpled up idea from the trash and recirculate it some.
This means that even the worst players have to have the basic powers for their archtype. Allowing players to select power pools from level 0, even on a respec, would allow some players to completely bypass a primary or secondary power set choice. As of now, if I ever see anybody with more pool powers than their primary or secondary powers, I know automatically to one-star them and never work with that player.
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Then there's players in the upper teens-early twenty's who may be currently/may have just finished trying to shove a travel power and Stamina in ASAP, resulting in five picks from PPs out of the twelve available by level twenty. A FF Defender deciding to pick up Maneuvers early so they can soft-cap the team by themselves and who has also taken the above will have six PP picks at twenty. Someone like a Regen Scrapper who wants Tough ASAP as well as the above could have 7 PP picks.
And then what if they're playing a purposely gimped challenge build, like a toggle-man or man-build?
Now, of course, if it's clearly bad picks, like someone who's taken four travel powers, Medicine on an Empathy/Pain Dom, or something like that, then that policy is MUCH more justified.
*I rarely solo with her, usually when I want a badge or something. So, consequently, I haven't taken the time to tweak her settings to find just the right ones for her. And by standard, I mean difficulties comparable to the old Heroic, Rugged, Tenacious, etc.
I believe the lowest level powers you can have while exemplared is level 6. You can exemplar to a level 1 character and to their missions, right? If so, then...you're still using powers that you would have gotten by level 6. Which, coincidentally, is when PPs are opened up.
Personally, I would go with the not very useful crowd here.
There I was between a rock and a hard place. Then I thought, "What am I doing on this side of the rock?"
I floated this idea a long time ago with mixed feed back. I thought I'd try it again to see if the climate has changed. I think there are certain builds where the forced selection of beginning powers is detrimental or results in powers that essentially will be lightly or never used. While I understand that there may be concerns about new players gimping themselves in the beginning of the game if pool powers were opened at character creation, I think by the time an earned respec can be had, they should know enough to avoid that pitfall. So, what do you people think about opening up power pools at level 0/1 upon an earned character respec?
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I fail to see how this is in any way helpful? Pool powers open up at level 6. At level one a character can take one power from their primary and secondary. At level 2 one from either and at 4 one more from either. That is, prior to level 6, a grand total of 4 powers. Now let's take a DB/WP scrapper for an example...At level one I can pick from 2 attacks in DB Power Slice or Nimle Slash. And High Pain Tolerence from WP. WHile neither attack will eventually be my most damaging what can I possibly ick up at level one from the pool powers that helps me more? And since High Pin Tolerence increases my HP and ability to heal with NO endurence cost why would I pass on that to take anything else?
At level 2 I pick up Ablating slice as an option in DB and Mind over Body (which protects against Lethal and smashing damage) as potions. Again which POOL power can you possibly suggest that I would want to take instead of an attacj that decreases my enemies defenses or adds to my defense against close range attack (since I am building a melee character)?
At 4 level I still have the option to take which ever one of the 3 attacks I haven't already taken or add Fast Healing (which again is always on and takes little end to use.
I'm just not sure WHAT you think is more important than powers like these.. Fitness pool? I still can't take STAMINA (IMO the most useful of all the choices there) until 20. Travel Powers? I still wont be able to get FLY, Teleport, Super Speed or whatever until level 14. Leadership Pools? Hardly.. all of them are end heavy and offer no more protection until enhanced than the defenses I already outlined. I sure am not about to gimp my attack chain in the early game to take anything from the Medicine pool and I can't see wasting powers at that level to take stealth?
Frankly I don't see any need to change the way it is. I am not sure WHAT you are building but I don't care what AT or what powersets we are discussing.. I fail to see any pool power that is going to make any HUGE difference over the liited choices I have rom my own primary and secondary pools at those low levels. All I see is a chance for an uneductaed player to GIMP a build even more. I have seen Defenders that advertised themselves as PURE Healers.. with a grand total of one attack and the entire medicine pool in addition to EMP. I saw one player that had FLY, TELEPORT and SUPER SPEED....someone explain to me why anyone needs to waste that many power selections on travel? No I don't see this as a good idea at all. There is no benefit from it and all it does is allow players like that to put together even stranger " Concept" builds that do nothing to help themselves or anyone they team with.
�We�re always the good guys. In D&D, we�re lawful good. In City of Heroes we�re the heroes. In Grand Theft Auto we pay the prostitutes promptly and never hit them with a bat.� � Leonard
�Those women are prostitutes? You said they were raising money for stem cell research!� � Sheldon
The only low-level changes I'd make would be allowing the tier 2 power in secondary available at level 1, so we don't always have to get stuck with lame power choices we aren't going to use.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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Wendy, the benefit is not necessarily that the pool powers will be more useful at those low levels than the primary/secondary powers - note that this is a suggestion for pools to be opened up at level 0 on an *earned respec*, not while initially leveling. The benefit is that a higher level player who has no need whatsoever for some of those early powers is not forced to take them, and can instead get some of his pool power prereqs out of the way early on.
For example, if this were allowed, my grav/storm would drop gale in a heartbeat (and take, say, hover) so that he can actually fit in all of the powers he wants, such as snow storm. Tell me with a straight face that that does nothing to help me or my teams.
And yeah, some will just use this to gimp their builds even more, but frankly it's not like it would make any difference at that point. What do I care if that emp has no attacks at all instead of 1 unslotted attack that they never use? Either way they're not going to be killing anything, after all. And I imagine that such characters won't be on very many successful respec teams anyway.
@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.
This is what it means to be a tank!
I'm with Wendy on this - I just don't really see a point to it.
Some have said that it lets us omit a "useless" initial power that we "never" use. I guess I really don't have any of those, in any of my 60 alts. I have some characters who use that intial secondary power rather infrequently, but I do use them all at least a bit.
I suppose it would also give someone an additional power pick at some point later in the build, but I have rarely had a character where I felt that I *needed* just one more power pick to get a power I can't fit into the build.
I guess I think that the uselessness of the initial forced secondary choice is vastly overstated and this is a solution in search of a "problem".
We might want to have this moved to the Suggestions forum, BTW, since it's a suggestion, not a general AT or Powers thread.
Altoholic - but a Blaster at Heart!
Originally Posted by SpyralPegacyon
"You gave us a world where we could fly. I can't thank you enough for that."
Wendy, the benefit is not necessarily that the pool powers will be more useful at those low levels than the primary/secondary powers - note that this is a suggestion for pools to be opened up at level 0 on an *earned respec*, not while initially leveling. The benefit is that a higher level player who has no need whatsoever for some of those early powers is not forced to take them, and can instead get some of his pool power prereqs out of the way early on.
For example, if this were allowed, my grav/storm would drop gale in a heartbeat (and take, say, hover) so that he can actually fit in all of the powers he wants, such as snow storm. Tell me with a straight face that that does nothing to help me or my teams. And yeah, some will just use this to gimp their builds even more, but frankly it's not like it would make any difference at that point. What do I care if that emp has no attacks at all instead of 1 unslotted attack that they never use? Either way they're not going to be killing anything, after all. And I imagine that such characters won't be on very many successful respec teams anyway. |
I'm with Wendy on this - I just don't really see a point to it.
I guess I think that the uselessness of the initial forced secondary choice is vastly overstated and this is a solution in search of a "problem". We might want to have this moved to the Suggestions forum, BTW, since it's a suggestion, not a general AT or Powers thread. |
I think you admitted that there can be a problem and I personally know that there is for some builds. The suggestion offers a solution. It takes nothing away from your ability to build exactly as you wish and since it is for earned respecs, gimping is/should not be a concern.
Point well taken about this being a suggestion. I didn't immediately spot that forum, so I posted here.
Look, I hate to do exactly what most of the people in this thread already did, but the first few levels are there to define your character early on. Everyone. EVERYONE is forced to take powers based on thier ATs for a reason, otherwise there would be no point to even have the Archetype distinction.
@Mazzo Grave
Webmaster Grave, Virtueverse!
Energy/Energy Blaster Guide
Some have said that it lets us omit a "useless" initial power that we "never" use. I guess I really don't have any of those, in any of my 60 alts. I have some characters who use that intial secondary power rather infrequently, but I do use them all at least a bit.
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In fact, some of those forced powers cause me to not play those sets on certain ATs. I'd love to build a Shield/SS Tank, but Jab is in the way. On my SS Brute, I skipped Jab, and use Boxing (since I'm going to have Tough/Weave either way) instead. On a Tanker, I have to have both. One's just a wasted slot.
The powers you get at 1 should be powers you use a lot and rely on or are important. I can think of about a dozen that I'd skip entirely if I had the choice. All Blaster secondaries seem to force you into a power that sucks on purpose. Possibly cause Blasters are just so cool that they have to be toned down with crappy powers.
I don't think I should be able to take Hover instead of Jab. But I should be able to take Punch instead of Jab at least.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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I don't have a problem with this (OP). There have been occasions where I've been forced to take a power I didn't want, simply due to the fact the power pool wasn't open yet.
From my very first week in the game I've wondered why pool powers weren't made available at the outset. I think it is a design mistake. If the concern is that players will choose less effective pool powers over much better primary and secondary powers, then why not put up a big, visible warning upon opening the power pool, reminding players that primary and secondary powers are typically more powerful than pool powers? In addition to this, you can make a pop up for confirmation: "You have selected a Pool Power, which may be weaker than your available Primary or Secondary power choices. Do you wish to keep this selection? Y/N".
If necessary, this could be followed with: "You have not selected any powers that do damage, which may make it difficult for you to play this game. Do you wish to keep this selection? Y/N".
Shouldn't that fix it?
Also, things have changed in the game from the days of i1 and i2. Now, as a vet, I have Sands of Mu/Ghostslaying Axe and Nemesis Staff/Blackwand in addition to Brawl and my origin power. With these powers, at level 1 I am far more capable than I would otherwise be. So why shouldn't I be able to open my Fitness pool at the very start, or take a combat power from the Fighting pool, or take the prerequisite for my travel power?
I think the present situation is an unnecessarily limiting approach. If you make this change in an intelligent manner I think you can open up possibilities for everyone while at the same time providing useful instruction for new players.
Personally, certain forced powers like Gale, Electric Fence, Entangling Arrow, and Force Bolt usually wander off my bar and never come back by the time I'm in double-digit levels.
In fact, some of those forced powers cause me to not play those sets on certain ATs. I'd love to build a Shield/SS Tank, but Jab is in the way. On my SS Brute, I skipped Jab, and use Boxing (since I'm going to have Tough/Weave either way) instead. On a Tanker, I have to have both. One's just a wasted slot. The powers you get at 1 should be powers you use a lot and rely on or are important. I can think of about a dozen that I'd skip entirely if I had the choice. All Blaster secondaries seem to force you into a power that sucks on purpose. Possibly cause Blasters are just so cool that they have to be toned down with crappy powers. I don't think I should be able to take Hover instead of Jab. But I should be able to take Punch instead of Jab at least. |
Also, since I have veteran powers in addition to Brawl and an origin power, I have no problem with taking Hover instead of a lame Tier1. Chances are I will *never use* the lame Tier1.
I agree that I don't want Jab, Entangling Arrow, etc. clogging up my power slots. I'll take Air Superiority over Jab any day, for example, especially if I'm aiming to take Flight.
I think the main point here is that a few of the Tier 1 powers have a very limited use that may not fit into a player's legitimate concept for their toon. I don't think you can truly say that it is a mistake to choose a pool power in place of an unused primary or secondary power.
Granted, you probably don't want to be a Stalker who picks, say, Challenge instead of Hide (unless that's your thing), but what kind of player would make that mistake, especially if they have been warned (as I suggested in my previous post)?
As of now, if I ever see anybody with more pool powers than their primary or secondary powers, I know automatically to one-star them and never work with that player.
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As for the power pools, it is a bit of a safety net that we can't access them right away. Now, not everyone needs that net, but it's safe to say that we all needed it at one point. Given the leveling speed these days, I'm not sure hitting 24 and completing a respec implies enough knowledge to take that net away.
Still, it would be nice to skip that god awful entangling arrow.
As of now, if I ever see anybody with more pool powers than their primary or secondary powers, I know automatically to one-star them and never work with that player.
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You've... never played on Freedom have you. Trust me, I've had to explain to players with 48 month vet badges what basic powers like O2 Boost and Increase density do. All servers have players who even after multiple years in the game do not understand gameplay basics. *** |
*fight, fight, fight!*
as for pool powers on the get go for respecs, I think the OP's intent was to get rid of "useless at lvl 50 w/IOs" powers such as swipe on my claws scrapper, which at lvl 30 I already have the recharge in slash to stop using in chains for the most part (at 50, with any ammount of global and/or hasten, it should be gone entirely.) I could have assault or something instead of that. I do not think the OP's intent was to have people come in complaining about people choosing hover/CJ at lvl 1
Personally, certain forced powers like Gale, Electric Fence, Entangling Arrow, and Force Bolt usually wander off my bar and never come back by the time I'm in double-digit levels.
In fact, some of those forced powers cause me to not play those sets on certain ATs. I'd love to build a Shield/SS Tank, but Jab is in the way. On my SS Brute, I skipped Jab, and use Boxing (since I'm going to have Tough/Weave either way) instead. On a Tanker, I have to have both. One's just a wasted slot. The powers you get at 1 should be powers you use a lot and rely on or are important. I can think of about a dozen that I'd skip entirely if I had the choice. All Blaster secondaries seem to force you into a power that sucks on purpose. Possibly cause Blasters are just so cool that they have to be toned down with crappy powers. I don't think I should be able to take Hover instead of Jab. But I should be able to take Punch instead of Jab at least. |
So, if Taunt was the first power in the Tanker secondaries then I could understand being forced to take it. But, that does not happen for a whole host of reasons.
I personally would LOVE the option of taking Air Superiority at Level 0/1 instead of Jab. That option is nothing but WIN.
Sir Zane (Lvl 50, Inv/SS/Nrg Tank);Atomic Jake (Lvl 50, Kin/Rad/Elec Defender)
Nikolai (Lvl 50, DM/EA/GW Brute);Raging Stallion (Lvl 50 MA/SR/Weap Scrapper)
Archmage Tristam (Lvl 50 Ill/Son/Psi Controller)
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On second thought, I could get behind this suggestion or Dispari's if it meant my Grav/TA could ditch Entangling Arrow. I could manipulate things one way or another so I could get Crush, Flash Arrow, or Poison Gas Arrow instead. Or maybe Dimension Shift if I felt like annoying teams.
The lowest level they can possibly go on an exemption now is 14, since one Ourobous mission caps the player at level 9 for one of the badged missions, which is Break up the Clockwork and the Skulls. For the most part then players who exemp down hero side are capped at levels 19 and 20, level 19 for Ourobous missions, and level 20 for Positron Task Force.
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http://www.fimfiction.net/story/36641/My-Little-Exalt
So my plant/ff with softcapped lethal/smashing and ranged/aoe wouldn't make the cut? Oh well, skipping the ally shields probably would have meant I didn't make the cut anyway...
[...] Still, it would be nice to skip that god awful entangling arrow. |
I have 135+ levels of Force Field defenders. I have fairly strong opinions on the topic.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
The Pilgrim's mission sending you back to the tutorial zone exemplars you to 1 (leaving you with your level 6 powers). You can also exemplar to an actual level 1 player (again, leaving you with your level 6 powers)
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It used to be 20. Did it get changed recently? |
That is good to know, I will remember to one star and never team with you with your high ignorance. Yet it can be a lifetime for people to learn an ego check |
So my plant/ff with softcapped lethal/smashing and ranged/aoe wouldn't make the cut? Oh well, skipping the ally shields probably would have meant I didn't make the cut anyway... |
you have no defense debuff resistance. All it takes is on minus defense debuff hit to land and then you've gone into cascading defense failure.
I'd also have concerns about the odd slotting choices and power sets you'd have to take in order to fit enough defenses in, and I'd be questioning if you were actually capable of decent levels of control or buffing your team-mates.
Dr. Todt's theme.
i make stuff...
I floated this idea a long time ago with mixed feed back. I thought I'd try it again to see if the climate has changed. I think there are certain builds where the forced selection of beginning powers is detrimental or results in powers that essentially will be lightly or never used. While I understand that there may be concerns about new players gimping themselves in the beginning of the game if pool powers were opened at character creation, I think by the time an earned respec can be had, they should know enough to avoid that pitfall. So, what do you people think about opening up power pools at level 0/1 upon an earned character respec?