Give glittersquids the recall friend power
Revisiting the topic from another angle, my old gripe - for a team-oriented archetype the Peacebringers happen to be, they are completely locked out of one of the most team-useful utility powers available. If we're to assume that for reasons unknown it's impossible to simply unlock the teleportation pool, would it be less of a pain to implement a squid-flavored version for the actual Luminous sets instead?
Pros and cons, ignoring SCR: Human pickable: If available at low levels, extra useful for ferrying teammates around before permanent or temporary travel powers become available. Counterbalanced by the fact that you'd need to use up a power to do so anyway. Human inherent: See above for pros, but having it for free might seem unfair toward all other archetypes which, again, have to use up a power slot to take it. Nova inherent: Available at Lv6, but might be thematically inconsistent, as novaform seems to be more focused on flying than teleportation. Dwarf inherent: More thematically consistent, but also less useful, as by Lv20 most everyone will have chosen a travel power of their own, thus having the power be a bit late to the party. Any thoughts? |
You know Gloomysquids only get it at level 10, right? I'd have no objections to it though, although then would you also have to give Warshades Group Fly at 10 for free too (joy)
It's a balancing factor.
Peacebringers get Flight and Hover for free, so to make it fair they are prevented from ever taking Teleport powers (aside from Dwarf form)
Warshades get Teleport and Recall Friend for free, so to make it fair they are prevented from ever taking Flight powers (aside from Nova form)
Seems pretty balanced to me. They each get a travel power as an inherent ability that every other AT (including VEATS) has to spend power picks to get, so they are prevented from ever taking the powers their opposite gets for free to make it fair.
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. |
It's a balancing factor.
Peacebringers get Flight and Hover for free, so to make it fair they are prevented from ever taking Teleport powers (aside from Dwarf form) Warshades get Teleport and Recall Friend for free, so to make it fair they are prevented from ever taking Flight powers (aside from Nova form) Seems pretty balanced to me. They each get a travel power as an inherent ability that every other AT (including VEATS) have to spend power picks to get, so they are completely barred from ever taking the one their opposite gets for free. |
I thought PBs got Flight automatically and Group Fly at 10 ? (which is where the Warshades get to point and laugh)
I thought PBs got Flight automatically and Group Fly at 10 ? (which is where the Warshades get to point and laugh)
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I've always felt that Kheldians should have access to all applicable travel powers. It makes sense for them to not have access to their own pool, to prevent overlap, but there is no compelling reason to restrict the other pools.
It's a balancing factor.
Peacebringers get Flight and Hover for free, so to make it fair they are prevented from ever taking Teleport powers (aside from Dwarf form) Warshades get Teleport and Recall Friend for free, so to make it fair they are prevented from ever taking Flight powers (aside from Nova form) Seems pretty balanced to me. They each get a travel power as an inherent ability that every other AT (including VEATS) has to spend power picks to get, so they are prevented from ever taking the powers their opposite gets for free to make it fair. |
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You know Gloomysquids only get it at level 10, right? I'd have no objections to it though, although then would you also have to give Warshades Group Fly at 10 for free too (joy)
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Ok, in all seriousness I can see why devs gave them the lockouts on the power pools but in practical terms I think opening up the Teleport pool for PBs and the Flight pool for WSs would be a fair and equitable method for handling it.
Ok, in all seriousness I can see why devs gave them the lockouts on the power pools but in practical terms I think opening up the Teleport pool for PBs and the Flight pool for WSs would be a fair and equitable method for handling it. |
Now, if you had to spend power picks on Flight and TP with Khelds and were STILL locked out of the opposite pool I'd be calling foul myself, but since you get them for free I feel it's a pretty fair trade.
So, I guess it's not really a FREE power after all. Instead of costing you a power pick, it costs you the opportunity to take the opposite's power.
Personally, I hate Teleport anyway. If I could choose to get, say, Super Jump for free on a character in return for never being able to take Teleport I'd take that trade in a heartbeat.
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. |
I think City Traveler shows they can do things with the travel power pools so I would really like them to open up flight and teleport pools to Kheldians even if it means they block all the Fly powers except Air Superiority from Peacebringers and all the Teleport powers but Group Teleport from Warshades.
total kick to the gut
This is like having Ra's Al Ghul show up at your birthday party.
Sure, they can open up all the travel pools for Kheldians, but that would probably involve making them spend a power pick to get what is currently inherent.
Now, if you had to spend power picks on Flight and TP with Khelds and were STILL locked out of the opposite pool I'd be calling foul myself, but since you get them for free I feel it's a pretty fair trade. So, I guess it's not really a FREE power after all. Instead of costing you a power pick, it costs you the opportunity to take the opposite's power. Personally, I hate Teleport anyway. If I could choose to get, say, Super Jump for free on a character in return for never being able to take Teleport I'd take that trade in a heartbeat. |
It's a balancing factor.
Peacebringers get Flight and Hover for free, so to make it fair they are prevented from ever taking Teleport powers (aside from Dwarf form) Warshades get Teleport and Recall Friend for free, so to make it fair they are prevented from ever taking Flight powers (aside from Nova form) Seems pretty balanced to me. They each get a travel power as an inherent ability that every other AT (including VEATS) has to spend power picks to get, so they are prevented from ever taking the powers their opposite gets for free to make it fair. |
That doesnt make any sense at all. Otherwise why can they still get Super Jump or Super Speed? Its not like you can have two hovers on at once. Or two flys. You can maybe teleport twice as fast or recall friends faster...although probably not due to the animation time.
It makes sesne only...if your name is Jack Emmert, basically.
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.
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I think City Traveler shows they can do things with the travel power pools so I would really like them to open up flight and teleport pools to Kheldians even if it means they block all the Fly powers except Air Superiority from Peacebringers and all the Teleport powers but Group Teleport from Warshades.
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Pool.Flight.Combat_Flight Pool.Flight.Air_Superiority || level char> 14 >= && Veteran60 owned? || $archtype @Class_Peacebringer == ! && $archtype @Class_Warshade == ! &&
In more easy-to-read terms:
(((Hover || Air Superiority) && level >= 14) || City Traveler) && (AT =/= Peacebringer && AT =/= Warshade)
The Kheldian lockout and the City Traveler are both specifically accounted for in the logic which decides whether the power is available or not. Super Jump would similarly boil down to:
((Combat Jumping || Jump Kick) && level >= 14) || City Traveler
Other pool T3s are similar, consider Tough:
(Boxing || Kick) && level >= 14
Of course they can do things with the travel pools. They could also remove all the prerequisites on Group Fly, and Group Fly alone.
http://www.fimfiction.net/story/36641/My-Little-Exalt
Fly unlock logic:
Pool.Flight.Combat_Flight Pool.Flight.Air_Superiority || level char> 14 >= && Veteran60 owned? || $archtype @Class_Peacebringer == ! && $archtype @Class_Warshade == ! && In more easy-to-read terms: (((Hover || Air Superiority) && level >= 14) || City Traveler) && (AT =/= Peacebringer && AT =/= Warshade) The Kheldian lockout and the City Traveler are both specifically accounted for in the logic which decides whether the power is available or not. Super Jump would similarly boil down to: ((Combat Jumping || Jump Kick) && level >= 14) || City Traveler Other pool T3s are similar, consider Tough: (Boxing || Kick) && level >= 14 Of course they can do things with the travel pools. They could also remove all the prerequisites on Group Fly, and Group Fly alone. |
....
Nyah...
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.
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What, the robot can't process RPN?
http://www.fimfiction.net/story/36641/My-Little-Exalt
Revisiting the topic from another angle, my old gripe - for a team-oriented archetype the Peacebringers happen to be, they are completely locked out of one of the most team-useful utility powers available. If we're to assume that for reasons unknown it's impossible to simply unlock the teleportation pool, would it be less of a pain to implement a squid-flavored version for the actual Luminous sets instead?
Pros and cons, ignoring SCR:
Human pickable: If available at low levels, extra useful for ferrying teammates around before permanent or temporary travel powers become available. Counterbalanced by the fact that you'd need to use up a power to do so anyway.
Human inherent: See above for pros, but having it for free might seem unfair toward all other archetypes which, again, have to use up a power slot to take it.
Nova inherent: Available at Lv6, but might be thematically inconsistent, as novaform seems to be more focused on flying than teleportation.
Dwarf inherent: More thematically consistent, but also less useful, as by Lv20 most everyone will have chosen a travel power of their own, thus having the power be a bit late to the party.
Any thoughts?