Power Pool: Super Senses
Leadership - Tactics. Not to mention some powersets with built in Tactics and other +Perception powers. Any of which are enough to take care of any NPC stealth on their own.
No, they don't deal with the glowies, but other than that, it's pretty much covered. Couldn't personally see a power pool set up around it.
what Bill said. plus we will be able to see the last objective(s) on our maps come i17.
Personally I'm not a huge fan of powers that provide interface style benefits. They tend to either end up being to useful (and everyone takes them) or useless.
I agree with Bill, the Leadership powers are a good way of representing super senses (and of course Scrapeprs and Tankers get Focused Accuracy as well).
I agree with Bill, the Leadership powers are a good way of representing super senses (and of course Scrapeprs and Tankers get Focused Accuracy as well).
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- Warshades
- Dark Armor (T,Scr,St,Brt)
- Ice Armor (T)
- Super Reflexes (Scr, St, Brt)
- VEATs (obviously, with leadership toggles built in,)
- Ninjutsu (St)
- /Devices (blaster)
- Focused Accuracy
Granted to allies:
- Clear Mind (emp)
- Clarity (sonic resonance)
- Enforced Morale (Pain)
Power pools:
- Tactics
IOs:
- Rectified Reticule (for anyone with some sort of tohit buff
Inspirations:
- All three tiers of yellows
There's quite a lot of +perception floating around out there.
hey M_B, you forgot willpower. it has heightened senses.
There's quite a lot of +perception floating around out there.
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Maybe I'm over-thinking it but it's just how I tend to see things. One of the reasons I like the Leadership powers is that they don't really impose any thematic restrictions on your character. My Traps Defender uses them to represent the advanced targeting systems built into his suit.
True, but not all +perception powers work as super senses thematically. Targeting Drone, for example, is not really super senses in the traditional comic book sense, it's using technology to enhance regular senses to super sense level.
Maybe I'm over-thinking it but it's just how I tend to see things. One of the reasons I like the Leadership powers is that they don't really impose any thematic restrictions on your character. My Traps Defender uses them to represent the advanced targeting systems built into his suit. |
The IO covers pretty much anything with a build up type power, as well, so just because there's no armor doesn't mean the person wanting to do so is out of luck.
I hate you Bill, lol. I was gonna say I liked this idea, but as I was reading through, I was like, ok, I still like it, but everybody has a point about other powers that offer this.................
I don't really hate you Bill.
Related to super sight, what I've thought would be neat is the ability to see through walls (for a time there seemed to be a graphical glitch which would to this for a split second). Who's behind that door? Ahh, a lt. and some buddies. I can see him, so I can have him targeted for when I open the door.
That and the ability to walk through walls. Though really I don't know how that could even be implemented...but the thought is interesting.
Suggestions:
Super Packs Done Right
Influence Sink: IO Level Mod/Recrafting
Random Merit Rolls: Scale cost by Toon Level
While the ideas above may not be ideal there are some ideas that would do a better job at mimicking super powered senses.
Thermal Vision- a toggle that changes the lighting of the map (for you) and lights up non-undead/mechanical (unless they're hot, so Nemesis yes, PPD probably not) within a short distance, even through walls.
Telepresence- this would be the 4th power in a set, and would work a lot like Observer Mode works in Arena matches. To anyone who plays WoW, it would be like a Warlock's Eye of Kilrogg.
SuperTouch or Combat Sense- just thought of this one, which is specialized enough to be an auto power. Instead of a flat +per buff, or per debuff resistance, this power could allow for the blinded state to still take effect, but you'd still be able to target anything within melee range and hit with melee attacks.
"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill
Just a thought... the devs have mentioned that one QoL thing they'll be adding to the game is making objectives such as enemies or glowies show up on the map if you've cleared enough of them. Not sure if it'll be i17 or GR. Maybe there could be a power (or powers) that modify the "strength" of this, and pushes a variable up so they get revealed sooner (for you). So, average Joe Super gets the remaining enemies revealed when he has 5% of them remaining... but someone with super senses gets it revealed when he has 25% remaining. Or something like that.
Could even be added to existing powers (with less benefit than exampled above... but maybe stackable?)
That would be interesting, but I'm not sure it's useful On a mostly full map, it's not hard to find things that contribute to mission goals. Additionally, there are some maps that have all key goals marked on the map from the beginning. I really think a UI system like that shouldn't be dependent on power picks.
"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill
Power Pool: Super Senses
Detect Scent (T1)
Toggle: +DEF (Melee), +RES (Defence debuff,)
Acute Hearing (T2)
Toggle: +DEF (Ranged, AoE), +Perception
Ultra-Optics (T3)
Auto: +Range (Ranged attacks), +ToHit, +RES (ToHit debuff)
Extra-Sensory Perception (T4)
Click: +RES (All except Psionic), +DEF (All), +Perception
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Maybe it just needs laying out a bit better, how about this?
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Characters on: Victory & Virtue
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@Oneirohero
Power Pool: Super Senses
Detect Scent (T1) Toggle: +DEF (Melee), +RES (Defence debuff,) Acute Hearing (T2) Toggle: +DEF (Ranged, AoE), +Perception Ultra-Optics (T3) Auto: +Range (Ranged attacks), +ToHit, +RES (ToHit debuff) Extra-Sensory Perception (T4) Click: +RES (All except Psionic), +DEF (All), +Perception ---- Maybe it just needs laying out a bit better, how about this? |
Say you're hunting for Malta in the Rikti War Zone:
/bind q "targetcustomnext malta"
Fly around tapping the Q key and amaze your teammates with your telescopic vision.
This also works on glowies in open world maps if you know the name - great for those "Find the 4-20 items in the city block map" missions.
Power Pool: Super Senses
Detect Scent (T1) Toggle: +DEF (Melee), +RES (Defence debuff,) Acute Hearing (T2) Toggle: +DEF (Ranged, AoE), +Perception Ultra-Optics (T3) Auto: +Range (Ranged attacks), +ToHit, +RES (ToHit debuff) Extra-Sensory Perception (T4) Click: +RES (All except Psionic), +DEF (All), +Perception ---- Maybe it just needs laying out a bit better, how about this? |
Also, what does someone with typed defenses do with such a set? A pool that has two powers being flat useless to some sets isn't a good pool, IMO. There's a reason all current pool powers that give defense are def(all).
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Yeah, defense bonuses are the easy way out in my mind, and Damage Resistance coming from enhanced sense doesn't even make sense to me.
If they did a set, then I'd want it to be something that is useful, but not necessarily in combat.
"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill
This idea is sort of like "Spidey Sense" and i got the idea from D&D online.
Super Sight- see stealthed enemies better and glowies ring louder to represent better sight of them
Super Hearing- "hears" stealthed enemies a little better and "hears" enemies that are nearby but out of sight only if they're walking, not standing in one place. Doesn't include ambushes and patrols ( a red jagged line starts blinking above your head when you "hear" them)
6th Sense- Can sense nearby enemies better than hearing and even if they're standing in one place. Includes ambushes and patrols. Same sign as hearing.
I know 6S and SH are similar, they're mostly for RP reasons but not exactly the same anyways.
I might think of more later or people might post more, then i'll edit them in.