RP builds that are More RP and Less 'effective'


BBQ_Pork

 

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Originally Posted by Substrate View Post
Yes I have a WP/DB tank that is vary much the action hero. I did not take any travel powers for him and have the WP effects turned off. Hes really fun to play too and yes Ninja run was a nice thing to come along for him but it something I only really use for zone crossing. Oddly dropping the travel power has actually made him better then my other WP toon. Picked up stamina sooner then needed becuase of it and frees up two power slots for wiggle room on the build (don't have city traveler yet).
Yah I only turn it on for long distance slogs- part of his RP is that he gets around by leaping from rooftop to rooftop and not touching the ground (where possible). Swift, Hurdle and as many GotA + Runspeeds as I could stuff into his build (a bit of good timing- he went shopping for them during Meow Fever and got 'em cheap) means he gets around pretty well.

But Ninja Run made those annoying missions way out in the jungles of Nerva more bearable...


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

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When I build a character I'm usually thinking CoH rather than superhero generalities. That is I'm thinking in game terms rather than comicbook terms. The end result is a character I like with the "correct" power picks more or less.

Once or twice the character concept makes me drop a power or two. Like my fire blaster don't have breath of fire since that, in my mind, doesn't fit the concept.

Does this make me a powergamer more than a RPGer? Probably not but it makes me a CoH gamer more than a comicbook emulator. Not that there's anything wrong with that.

//Jack


The Kickers base.

Those are my principles, and if you don't like them... well, I have others.
-Groucho Marx

 

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My Mercs/Traps/Group Fly/Concealment/Presence terrorist MM used to have the ST fear in Presence for lulz. It was just too bad. 0 use in PVP since Mercs start mez immunity on their own <_<.


 

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Originally Posted by Dechs Kaison View Post
Two words:

"Too expensive."

Well, not really, but in my opinion, it's too expensive for too small of a benefit. I generally have enough influence/merits to IO out one build on a character, and given the choice, I'll do it for my concept build. Most of the time, that means even a "team friendly" version would be worse for the team than the IO'd concept build where I skipped hasten, the rez, SB, or whatever else we're quibbling about.
Not after tomorrow.

The ability to attach infulence/infamity to e-mails will solve any poor alt problems.


 

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Well, most of my characters are created as concept first, and then the powers are chosen to fit that concept. On the other hand, I make it a point to make those powers work as well as possible given those limitations. The best example is probably my main, Jade Dragon. As I didn't want him firing beams of energy from his eyes, only his hands, I skipped X-Ray Beam. That didn't cripple me, though, because I was able to use Neutrino Bolt, Photon Volley, and the other attacks to compensate. One power sacrificed out of the whole set was not so important that it gimped me.

Likewise, I chose Force Fields over Radiation Emission because I felt the character simply should not be able to heal. I toyed with picking up Aid Other for a while, simply so I would have the power to fall back on, but eventually decided I didn't need it. In retrospect, though, Radiation Emission might have fit the character better, because it would better represent the ability to contain and block foes' attacks by surrounding them, instead of directly shielding allies. I could have skipped Radiant Aura, and it likely would have been a workable build.

One issue I do have with taking power definitions too seriously, though, is with my Inv/SS Tanker, who put off taking Dull Pain. The concept I had for the character was that he couldn't heal himself, although he had almost limitless energy in his body, he couldn't force his cells to heal any faster than the fastest rate they could naturally grow. Instead, he deflected incoming attacks by channelling kinetic energy into his skin, opposing any impact that struck him.

After a while, though, I realized that with the ability to store energy, while there was the limitation I had given him on healing, he could easily stave off fatigue or exhaustion simply by channelling energy back into his exhausted cells. Likewise, his regeneration rate would still be phenomenal, simply because he could channel as much energy as needed instantly. Besides, the power was called "Dull Pain", and its ability to boost HP, as well as heal it, matched his ability to create a shell of energy to boost his skin's toughness. So in the end I had avoided a power which would in fact help give him that "second wind" playing style I had been looking for.

A similar power is Hoarfrost/Frostwork, in Ice Armor and Cold Domination. It is not a healing power, it puts a shell of ice over the player effected. But it works in concept exactly like Dull Pain.

Other examples, like Joe Everyman, my skill-based, non-super-powered Illusion Controller, although I limit him to powers I can explain as sleight of hand or psychology, in practice he's a "MAN" build, so it's more for the challenge of creating a character mostly from Pool Powers. The idea, I think, is to come up with conceptual challenges and see if I can come up with a good build based on that. But being so bound to concept you aren't even willing to accept the gameplay aspects of it, I think that's going too far.


 

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Originally Posted by SwellGuy View Post
I did something like that 6 years ago but it was because I didn't have a clue and was curious about the travel powers.
I've actually done this too, my Tanker I mentioned has both Flight and Super Speed. However, he doesn't really need Super Jump, as Combat Jumping gives him enough height to suggest he can jump high, and anything higher he can fly. I mean, what is flying but jumping and missing the ground, right?

Again, maybe I gimped him, but it's only ONE power. I was going to take Hasten anyway, and I took Air Superiority in place of Punch. So no loss there. If I can't find room for one concept power in my build, there's a problem, and the advantage of having both full three dimensional freedom AND the fastest travel power outside of Teleport outweights any such consideration to me.


 

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Originally Posted by Dechs Kaison View Post
True enough, but it happened to be the best example I could think of. Although, in my defense, the power in empathy is called resurrect, with the description text "Resurrects a fallen ally." Doesn't look like smelling salts to me.



Until one realizes the point was not luck, but shifting of said luck. His character has to shift that luck from somewhere.
At first I wondered what happened in your childhood to make you unable to use your imagination to overcome what's happening on the screen and "see" it as your character kneeling down and using smelling salts, but then I realized you're just arguing to argue.


 

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I can't believe I forgot about my SB-less kin defender, Captain Slow. XD

So far, no flack for it. It probably helps that I warn people in my search message... somehow, he still gets invited to teams. On Triumph.


 

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Originally Posted by Dechs Kaison View Post
Neither of you have been able to provide objection to the moral part of the situation.
How about: Your character has a power that puts his allies into deep hibernation the moment before death, so they can survive the final blow and trick the enemy into leaving them alone. Only your character can free them from the hibernation - which to everybody else looks like a rez.


 

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Hm, building a character thats more RP than effective...


Yup, I've done that. I'm notorious for not taking travel powers. Why? Because they don't fit my idea for that character. In a few cases I have characters who's only travel power is hover. Why? Because one is a ghost that floats, not flies, and the other is travelling on a floating forcefield she generates under her feet. Are these less effective? Yes. But they're still great characters.
I have Empaths without resurrects, Kins without SB, Rads without ... attacks (no debuffs? please.) And all of these beause it just doesnt fit the idea in my head.
I guess the point here is that the character should be fun to play, and not necessarily a combat monster. Besides, if you can be successful with a 'gimped' build, then that might just mean you're a bit better player than the next guy.


Just a few thoughts. As always, There ain't no right way.


Writer of In-Game fiction: Just Completed: My Summer Vacation. My older things are now being archived at Fanfiction.net http://www.fanfiction.net/~jwbullfrog until I come up with a better solution.

 

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I build and play the way I want too.

Besides with the second build you can have both; first build the way you truly envision your character and might be little less effective and second build with less RP designs for those teams and/or TFs. Win win.


Valaraine: Master Archer & Electricity Whiz.
(Archer - lvl 50, swordswoman - lvl 50, Elec zapper - lvl 35, Ice/DB tank - lvl 50, Arch/En - lvl 26, Lvl 33 Blade wielder, trick archer - lvl 34, flame tank - lvl 30, rad specialist - lvl 44.)
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I have forgone travel powers for realism before.


to TO THE END!
Villains are those who dedicate their lives to causing mayhem. Villians are people from the planet Villia!

 

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Where are all the petless masterminds?

I started one before Dual pistols, which I still have to re-roll. I know at some point I want to do a no tier 1 demon summoner and Thugs MM, but that's for later.

I've more or less soloed my /dev Blapper. That's right, I said Devices blapping, because it's the only way to do gadget Batman in-game. He's only teamed once or twice with online friends. He has Assault rifle for his primary, which I'm tempted pick up ignite and maybe the grenade for. But, otherwise, I want to see what he can do with fighting pools and either leadership or presence for the fears and possibly stealth, but I might hold off for Going Rogue's collector's edition power to fill out the stealthy aspect. Also, uses the vet powers to fill out other attacks. Currently lvl 21, so close to SOs I'm looking forward to seeing how much he improves when SOs come into play.


 

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Originally Posted by ThePill View Post
Where are all the petless masterminds?

I started one before Dual pistols, which I still have to re-roll. I know at some point I want to do a no tier 1 demon summoner and Thugs MM, but that's for later.

I've more or less soloed my /dev Blapper. That's right, I said Devices blapping, because it's the only way to do gadget Batman in-game. He's only teamed once or twice with online friends. He has Assault rifle for his primary, which I'm tempted pick up ignite and maybe the grenade for. But, otherwise, I want to see what he can do with fighting pools and either leadership or presence for the fears and possibly stealth, but I might hold off for Going Rogue's collector's edition power to fill out the stealthy aspect. Also, uses the vet powers to fill out other attacks. Currently lvl 21, so close to SOs I'm looking forward to seeing how much he improves when SOs come into play.
That sounds awesome. I'd team with him!