Super Booster V - Secondary Mutation Power: Feedback


Adeon Hawkwood

 

Posted

Tap into the incredible potential locked within your DNA. Secondary Mutation allows your character to mutate itself for amazing, unexpected results. Charge into battle with new abilities. Be careful, they may help your foes more than you.

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Feedback is important to our development process, there are two types of feedback and both are helpful although some give us more insight and are more easily adapted into game changes.

Objective Feedback: Objective feedback is based upon what you as a user see or experience that other users may also see and experience. This feedback usually can be replicated easily as it involves facts and unbiased opinions. Example: When using the base editor items are sometimes getting caught in columns or pillars.

Subjective Feedback: Subjective feedback is based upon how you feel or experience the game as yourself. This experience may not necessarily be replicated because it is based on feeling and emotion. Subjective feedback is important to us but it is usually helpful if more information is present to describe what and why you feel the way you do. Example: I like the way the graphics look on my shield animation it gives me the feeling of being truly super-powered.


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Posted

Objective Feedback: From what I've seen so far, the buffs granted are large enough to make a slight difference, yet small enough to be nowhere near overpowering. Furthermore, the effects of the mutations are such that this is not a "must-have" power that will separate the Haves from the Have-Nots. I've yet to come across any mutations that might benefit my enemies more, as per the warning.

Subjective Feedback:
I've used the power on like 6 or 7 characters now, and I always get either Tough Hide, Quick Reflexes, or Acute Senses. Are there any other effects?


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Quote:
Originally Posted by Goliath Bird Eater View Post
Subjective Feedback: I've used the power on like 6 or 7 characters now, and I always get either Tough Hide, Quick Reflexes, or Acute Senses. Are there any other effects?
Gotten "Heightened Speed" and another I forget the name of; it gave +Reg Endurence discount and mez resistance.


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The icon of the power that you click and the one that shows that it's active don't match.


 

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When using Secondary Mutation, the "temp power" you get (like [Mutation: Pain Tolerance] for instance) plays its start up animation and FX with every cycle. I doubt this is intended. At least I hope it's not.

Oops this should have gone in the bug thread. Apologies.


 

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Subjective Feedback: The Tough Hide secondary mutation provides typed defense but not positional. I realize that this is thematically appropriate but it means that the mutation is essentially doing nothing for characters who already have good positional defenses. Acute Senses provides positional defense but it also provides accuracy and perception so it is at least giving some bonus to characters who have high typed defenses.


 

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Just dropping in to share the list of mutations I've come up with thusfar. I've not seen ANY negative mutations.

Mutation: Pain Tolerance

  • End Disc -56.51%
  • +Regen .54%/sec (6.34 hp/sec)
  • Stun, Sleep, Immob, Hold, Terror Res -33.33% duration
Mutation: Tough Hide (Tank mods)
  • +5% Def(All) - Typed
Mutation: Quick Reflexes
  • +30% rech
Mutation: Heightened Speed
  • +15% Movement
Mutation: Acute Senses (Tank mods)
  • +3.3% Acc
  • +60% Perception
  • +3% Def(All) - Positional



 

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Given the randomness of this, perhaps we should be told what powers there are, or at least how many and if it's weighted to give us more "common" ones more often?


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Subjective Feedback: The toggle for this looks exactly like Mystic Fortune. I believe this is going to cause much confusion-perhaps tinting or giving the toggle a slight glow would be good to differentiate it from the fortune?
Just a thought.


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Quote:
Originally Posted by Genesis Man View Post
Mutation: Tough Hide
  • +4.5% Def(All) - typed [oddly, +3.5% on my blaster, 4.5 on my controller]
Like most powers the magnitude of the powers are modified by the AT modifiers. In this specific case it's modified by the melee defense attribute and has a base value of 5% for ATs with a modifier of 1 (Tankers, Defenders and VEATs) and less for everyone else.


 

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Quote:
Originally Posted by Genesis Man View Post
Mutation: Pain Tolerance
  • End Disc -56.51%
  • +Regen .54%/sec (6.34 hp/sec)
  • Stun, Sleep, Immob, Hold, Terror Res -33.33% duration
Mutation: Tough Hide (Tank mods)
  • +5% Def(All) - Typed
Mutation: Quick Reflexes
  • +30% rech
Mutation: Heightened Speed
  • +15% Movement
Mutation: Acute Senses (Tank mods)
  • +3.3% Acc
  • +60% Perception
  • +3% Def(All) - Positional
Was going to drop in and complain that Acuse Sense is positional only, but seems there's another one up there that's typed. Although I disagree with that, since there's a chance you'll get something that doesn't help you at all, I guess it's not that big a deal. I'd still like to recommend it be changed. At least if you got +15% movement that would be more useful than an Invuln getting +positional. Really should have Acute Senses be +DEF (all) and make Tough Hide offer RES or something else.

Beyond that, Acuse Senses gives 3.3% ACC... that's really weak. Hermit gives +15% ACC along with a lot more perception and a lot more DEF. Even if these are supposed to be weaker since they're personal, 3.3% ACC is patheeeetic. If it was 3% ToHit that might be okay. Or 5-10% ACC, but 3% ACC is meh.


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While I'm disappointed that I only managed to correctly predict the name of this power, I feel like I should point out that "Secondary Mutation" is what the Mutation SOs are called. Maybe it should be changed to "Tertiary Mutation"? And maybe later down the line we'll add quaternary mutations, too.

Also, same icon as Mystic Fortune? That's NO GOOD!


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Quote:
Originally Posted by Rabid_Metroid View Post
Given the randomness of this, perhaps we should be told what powers there are, or at least how many and if it's weighted to give us more "common" ones more often?
There are five buff powers at the moment (the five mentioned in this thread). So far as I can tell, each buff has about the same chance to be received, although there's an inside the margin of error chance that Pain Tolerance is slightly less common and Quick Reflexes is slightly more common (but I've only tested 62 draws so far).

Also, there is in fact a sixth buff that is, well, less than beneficial but I have been unable to draw it. I think maybe someone chickened out at the last minute and removed it from the reward table, or its so rare it only comes up 1% of the time or something. I won't spoil the surprise, if the devs are keeping that one close to the vest.


I mentioned this in the bug thread also, but the buffs have a 20 minute in-game lifetime. Meaning, they will last for 20 minutes of actual in-game time. If you log out they will still be there when you log back in. Which creates an exploit opportunity - you can in fact get all five buffs active at the same time (granted: it will take a long time to do it: you have to wait 20 minutes between buffs and if you randomly draw a buff you already have, you will not be able to stack it with itself).


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Posted

Quote:
Originally Posted by FredrikSvanberg View Post
The icon should have a DNA triple helix on it.
Bwah...triple helix?


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Quote:
Originally Posted by DumpleBerry View Post
Bwah...triple helix?
As in mutation.


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Quote:
Originally Posted by Aura_Familia View Post
As in mutation.
Jebus, when you people mutate, I guess you don't mess around.


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Quote:
Originally Posted by Arcanaville View Post
There are five buff powers at the moment (the five mentioned in this thread). So far as I can tell, each buff has about the same chance to be received, although there's an inside the margin of error chance that Pain Tolerance is slightly less common and Quick Reflexes is slightly more common (but I've only tested 62 draws so far).

Also, there is in fact a sixth buff that is, well, less than beneficial but I have been unable to draw it. I think maybe someone chickened out at the last minute and removed it from the reward table, or its so rare it only comes up 1% of the time or something. I won't spoil the surprise, if the devs are keeping that one close to the vest.


I mentioned this in the bug thread also, but the buffs have a 20 minute in-game lifetime. Meaning, they will last for 20 minutes of actual in-game time. If you log out they will still be there when you log back in. Which creates an exploit opportunity - you can in fact get all five buffs active at the same time (granted: it will take a long time to do it: you have to wait 20 minutes between buffs and if you randomly draw a buff you already have, you will not be able to stack it with itself).
You can also stack two very quickly by hitting a trainer and switching your active build.


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Posted

Quote:
Originally Posted by FredrikSvanberg View Post
The icon should have a DNA triple helix on it.
Quote:
Originally Posted by DumpleBerry View Post
Bwah...triple helix?
Quote:
Originally Posted by Aura_Familia View Post
As in mutation.
Quote:
Originally Posted by DumpleBerry View Post
Jebus, when you people mutate, I guess you don't mess around.
Ok... that had me cracking up.


 

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I think it comes from my brief stint in genetics. When I think, "mutation," I'm thinking of "Oh no, there was a transcription error with the RNA, and the wrong amino group was used--now the entire protein will code differently!"

Not, "Double helix? HAH! I have a septuple helix!" whilst waltzing with King Kong.


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Posted

Quote:
Originally Posted by Dispari View Post
Really should have Acute Senses be +DEF (all) and make Tough Hide offer RES or something else.
I agree with this. There aren't any RES bonuses from what I've seen so far, so having Tough Hide be +7.5% (or whatever) RES (all) and Acute Senses be +3% DEF (all) would remove the situation where all powers are useful to some powersets but not others.


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Quote:
Originally Posted by Liquid View Post
I agree with this. There aren't any RES bonuses from what I've seen so far, so having Tough Hide be +7.5% (or whatever) RES (all) and Acute Senses be +3% DEF (all) would remove the situation where all powers are useful to some powersets but not others.
There actually is a resist all power but, like most resistance bonuses in the game it has the same magnitude as the equivalent defense bonus making it half as effective *sigh*.

Alternatively how about making Tough Hide provide all defenses and then make acute senses a to hit bonus instead of an accuracy bonus and give it res(-to hit, perception) alongside the to hit and perception bonuses?


 

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Quote:
Originally Posted by Adeon Hawkwood View Post
There actually is a resist all power but, like most resistance bonuses in the game it has the same magnitude as the equivalent defense bonus making it half as effective *sigh*.

Alternatively how about making Tough Hide provide all defenses and then make acute senses a to hit bonus instead of an accuracy bonus and give it res(-to hit, perception) alongside the to hit and perception bonuses?
That's starting to sound like piling on to the buffs. Even +7.5% res(all) is getting up there, for a random buff in a perk pack.

Also, the only resistances I'm aware of in the mutation buffs so far are mez resistance buffs (meaning: "reduce duration of mez" buffs, not magnitude protection).


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Posted

I wouldn't mind say a 5% RES for one, 2.5% DEF for one, something like that. I just don't like +DEF (positional only) for one of the buffs and +DEF (typed only) for another.

I noticed these buffs apply AT modifiers unlike the tarot.


Quote:
Originally Posted by PRAF68_EU View Post
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