Six Un-Slotable Power Pools
no. /unsigned. especially to the endurance one. this is code that is just begining to release all sorts of bugs out into the wild.
unsigned,
Extended Aggression Management (At lv 50 adds up to +8 to Agro Cap)
LV 20 Adds +2 to Agro Cap LV 30 Adds +2 to Agro Cap LV 40 Adds +2 to Agro Cap LV 50 Adds +2 to Agro Cap Extended Control Management (At lv 50 adds up to +8 to Control/Hold Cap) LV 20 Adds +2 to Control/Hold Cap LV 30 Adds +2 to Control/Hold Cap LV 40 Adds +2 to Control/Hold Cap LV 50 Adds +2 to Control/Hold Cap |
http://www.fimfiction.net/story/36641/My-Little-Exalt
Extended Endurance (At lv 50 adds up to +200 Stamina)
LV 20 Adds +50 to Stamina LV 30 Adds +50 to Stamina LV 40 Adds +50 to Stamina LV 50 Adds +50 to Stamina |
*Beeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeep*
[We would like to apologise for this technical difficulty, Zortel should return to functionality soon.]
+200 Endurance?! Do you have -any- idea of how overpowered that is?! That means 300 -base- Endurance, not counting any IO bonuses or accolades. Which will then in turn go and boost the recovery value up to insane amounts as well.
And yet then there's things like a 4% damage buff? Who would take that compared to a crazy amount of Endurance that could pretty much let you do -anything- with no fear or redlining. 8% of Healing? Pretty much the same as above, an absolutely minuscule amount compared to the Endurance and Health ones.
Just say no to Superadine, kids.
So... Taking all the +50 Stamina boosts, you'd have a base recovery of 5 end/sec. Without IO boosts. Without Stamina. Without any buffs whatsoever. OP much?
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein
Congratulations, you have just found a new way to break the game.
Agro and hold caps don't scale with level, that isn't how they work, and I'm pretty sure they can't be made to work that way without rewriting a whole helluva lot of code.
The +Endurance thing is just ridiculous. They are already giving us Stamina as an inherent power, what more do you want?
The Health thing is equally ridiculous. What do you do with those bonuses when you find that you've hit the absolute cap for that ATs HP? (It's not hard to hit the cap on stalkers and blasters, the first one of those would do it, and the other 4 would be completely wasted)
The Heal and Damage ones are pretty pointless. You would never even notice a 4% damage boost, and you can get more than that by slotting 3 Obliteration or Devastation in 2 different powers.
Same with heals.
So, /unsigned to the 3rd power
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. |
This idea is terrible and horribly unbalanced. However, the basis for it is semi-sound. I wouldn't mind seeing a slight increase in aggro cap for tanks in particular (something like 20 or 25 would be appropriate). When fighting some enemy groups on an 8-man team (I'm looking at you council and nemesis), a tank as it stands today can't even hold aggro on a whole spawn. And they should be able to.
Loth 50 Fire/Rad Controller [1392 Badges] [300 non-AE Souvenirs]
Ryver 50 Ele� Blaster [1392 Badges]
Silandra 50 Peacebringer [1138 Badges] [No Redside Badges]
--{=====> Virtue ♀
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.
|
I understand that my numbers are not what would be accepted and that the code is not yet written for such things. I don’t pretend to know the coding behind the power sets so my numbers are irrelevant, as such overpowering and making CoH unchallenging is not the intent behind this suggestion.
Ten years ago the coding for City of Heroes wasn’t written either, nor three years ago was the coding for IOs. Progression is a good thing in a game as long as it moves the game forward.
I would like to see some character progression for powers besides IO enhancements. I don’t farm AE for the Millions of Inf it takes to get a good IO set now days, nor do I buy Inf from farmers. I’d rather be out playing with other people on scanner missions or running though the sewers.
Originally, I was going to suggest this be done for the core TFs as something that can help the progression of a character without investing anything but time playing with other players. I personally would like to see something like this after the end of a long TF instead of random OI’s.
Also Firespray,
Thank you for the constructive criticism.
The powers you get at the lower levels DO improve over time. Compare the damage you do with your tier-one attack at level 1 to how much you do at level 50.
My characters - all on Virtue.
Gabe's Internet [censored] Theory
RMT spammers WILL steal your credit card.
The idea behind this has been bugging me for a while now. I come from back in the day where agro cap was fiction and holds could go on for miles around. Although this is a slight exaggeration, it is not far from the truth. The idea behind it was that if you can take the damage to hold it, you should!
Most of the additional ideas after Agro and Control Management were based from what we can already get in IOs today. Realistically the powers you got at lower levels should be able to improve over time.
The only issue I see with the implementation would be to the agro and control caps. But if all the stackable powers it would affect already have a cap... So I don’t see the problem?
It could be presented like the epic poer pools, like regular power pools, or be available after a series of tasks from the TF/SF Contacts at Level 20 and every 10 levels after that.
Extended Aggression Management (At lv 50 adds up to +8 to Agro Cap)
LV 20 Adds +2 to Agro Cap
LV 30 Adds +2 to Agro Cap
LV 40 Adds +2 to Agro Cap
LV 50 Adds +2 to Agro Cap
Extended Control Management (At lv 50 adds up to +8 to Control/Hold Cap)
LV 20 Adds +2 to Control/Hold Cap
LV 30 Adds +2 to Control/Hold Cap
LV 40 Adds +2 to Control/Hold Cap
LV 50 Adds +2 to Control/Hold Cap
Extended Health (At lv 50 adds up to +200 Health)
LV 20 Adds +50 to Health
LV 30 Adds +50 to Health
LV 40 Adds +50 to Health
LV 50 Adds +50 to Health
Extended Endurance (At lv 50 adds up to +200 Stamina)
LV 20 Adds +50 to Stamina
LV 30 Adds +50 to Stamina
LV 40 Adds +50 to Stamina
LV 50 Adds +50 to Stamina
Enhanced Damage (At lv 50 adds up to +4% damage base)
LV 20 Adds +1% damage base
LV 30 Adds +1% damage base
LV 40 Adds +1% damage base
LV 50 Adds +1% damage base
Enhanced Heal (At lv 50 adds up to +8% healing base)
LV 20 Adds +2% healing base
LV 30 Adds +2% healing base
LV 40 Adds +2% healing base
LV 50 Adds +2% healing base