Super Booster V - Secondary Mutation Power: Feedback
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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The icon of the power that you click and the one that shows that it's active don't match.
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.
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.
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
- +5% Def(All) - Typed
- +30% rech
- +15% Movement
- +3.3% Acc
- +60% Perception
- +3% Def(All) - Positional
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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Mutation: Pain Tolerance
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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.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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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!
Issue 16 made me feel like this.
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The icon should have a DNA triple helix on it.
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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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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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I don't know if an exploit that makes you less effective should count as an exploit.
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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). |
@Quasadu
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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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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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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?
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? |
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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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.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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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.
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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