More inspiration slots!
they drop to easily. if you are not eating them when you get them then something is wrong. not oppossed to this idea, just don't really see a need for it.
The problem is, they are random. Ya, they drop frequently, but having an enrage, catch a breath, and a sturdy all drop consecutively when what someone needs is a respite doesn't really help them so much. I like to have the type I rely on the most in my tray before I start the mission.
I always have a full tray of lucks when i start a mission. On particularly hard missions, I find myself combining 3 of the same in combat to make more to keep me alive. I'd just like to be able to store a few more of the ones I prefer, rather than getting a bunch of other buffs I don't really need at the time.
The idea is not for everyone - but then again the Vanguard merit cost means that only those who actually want this would pursue, and be able to get it - just like the extra salvage space, costume parts etc
Dude! I so totally want this! Going up against EB or AVs I can never cram in enough purples!
Which is probably why we won't see more, if you could always rely on having 10 purples to pop in every mission then it would kind of unbalance everything.
Back in the day I used to always ensure my blaster had at the very least 4 breakfrees on him at all times. Allowing my tray to fill with other stuff.
Once we got the ability to combine, I was no longer forced to allocate those spots to breakfrees and for the 1st time I started actually using purples and oranges. I couldn't believe how much of an impact they make!!
Which is why I doubt we'll see more, unless one of the Incarnate attributes is another row...
Maestro Mavius - Infinity
Capt. Biohazrd - PCSAR
Talsor Tech - Talsorian Guard
Keep Calm & Chive On!
Try soloing an AV or EB with a defender without a dozen purples! I don't run Uber toons, I am not the king of slotting, I don't do pre-design mids, I can't afford to slot crafted rare sets. I do really like to play though and at times the only way to complete a mission without all the other BS is with as many purples as you can carry, and even then I may need to refill on the way back from the hospital a time or two. . . .
More space for Insps would help me a lot!
I'd say the game is fairly unbalanced now. We have toons soloing +4 x 8 missions presently, and doing so without even using an inspiration. If anything, some of the powers, combinations of primary/secondaries, and of course some of the high end enhancement sets is what makes the game pretty unbalanced already, in my opinion.
I don't see how adding the ability to carry 5 more 1 minute mini-buffs would have much of an effect on anything, or have mission altering power in the CoH/V universe. For me, it's a matter of convenience issue, and not a game-breaking issue.
It's also a decent payoff for those interested, and willing to actually go out and earn those vanguard merits, in my opinion.
I'd say the game is fairly unbalanced now. We have toons soloing +4 x 8 missions presently, and doing so without even using an inspiration. If anything, some of the powers, combinations of primary/secondaries, and of course some of the high end enhancement sets is what makes the game pretty unbalanced already, in my opinion.
I don't see how adding the ability to carry 5 more 1 minute mini-buffs would have much of an effect on anything, or have mission altering power in the CoH/V universe. For me, it's a matter of convenience issue, and not a game-breaking issue. It's also a decent payoff for those interested, and willing to actually go out and earn those vanguard merits, in my opinion. |
I don't have an objection to the idea but I really don't see a need for it. However, I would kind of like to see the 3rd and 4th rows of inspirations moved from levels 25 and 40 to 20 and 30 so that you get all 20 earlier. It's not a game breaker but having the extra row does make it easier to sort drops until you can combine while still keeping a few specific ones (break frees and purples mostly) available for tough fights.
I don't have an objection to the idea but I really don't see a need for it. However, I would kind of like to see the 3rd and 4th rows of inspirations moved from levels 25 and 40 to 20 and 30 so that you get all 20 earlier. It's not a game breaker but having the extra row does make it easier to sort drops until you can combine while still keeping a few specific ones (break frees and purples mostly) available for tough fights.
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As for the OP's idea, meh.
We really don't need more inps slots. An often neglected item in the game is the Empowerment station.
I could see one of the Incarnate powers doing that. I'd make sense. Beyond that, the suggestion to move the levels down earlier is one I'd give my support to. It will help a lot right around where the game starts getting nasty.
Inspirations are nowhere near as "common" as people suggest, to the point where I don't know what you guys are doing. On some occasions, I'll end a fight with an empty inspiration tray, either winning by the skin of my teeth or plain ending up losing. I will then have to run an entire mission before my tray fills back up with the things I want to keep in it, and that's without really using inspirations much and, yes, with inspiration combining.
On a certain character, I'll need a lot of, say, greens. My damage is good, I keep hitting well, my endurance is well managed, but I just get hurt a lot. Once I start supplementing that with greens, I WILL RUN OUT no more than a handful of fights thereafter. I might get a green or two in that time when I'm lucky and so manage, but most of the time I'll either get nothing, or I'll get all different stuff and be unable to combine.
More inspiration slots will help, but I'd settle for moving the full set up earlier, and I recognise that another row would be a VERY strong advantage.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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the game is not unbalanced. being able to solo spawns of +4/x8 or solo AV's GM's is what happens when someone builds for it using io sets. having another row of slots for insps, while not game breaking, is not needed. you do not need to eat an insp everytime one wears off, just learn insps management. and you can get temp powers that are very helpful when playing also. so /unsigned to this idea.
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This idea was mainly for toons that wish to push the edge. I'm not talking 0x1 mission difficulty here. I'm talking about trying to see what a single toon can do - either with or without sets. I've got several scrappers, controllers, blasters, MMs who are level 50 and can easily do 0x6 missions at the minimum. Some of those toons use IO sets, but others are all SO's with maybe one or two IO's - usually a -kb one, and possibly a universal travel +stealth sometimes. But like another poster mentioned, sometimes a build has a certain built in weakness to it. I try to minimize that weakness through inspirations to make the toon more well rounded and versatile.
I've got a decently IO'd /SR scrapper, who has great defence obviously, but very little damage resistance, and no self heal. In a large mob, most of the attacks don't get through, but if some do manage to get lucky and hit, or one of those hits is from a boss, it's not long before I start popping greens or oranges to stay alive. My /spines doesnt have that problem, because he has a self heal, and excellent damage resistance, but of course being weak on defence he has the opposite problem, and gobbles lucks like they are candy to stay alive in big mobs - until his AoE can cut enemies down.
My corruptor is fire blast/kin. She is all SOs except for a -kb enhancement. Even she can solo 0x4 missions now(0x6 is doable, if you count dying a few times a "success!" lol), although since she has no defence buff, and an annoyingly inaccurate transfusion(even with 2 50 acc SOs! lol) seems to go through about 1000 inspiration per mission just to stay alive. lol. Okay, I am exaggerating on the 1000, but she is always using pretty much anything that drops to stay alive with just her SO's since she has no real control powers to actually /hold anything. It gets pretty dicey after the first attack, and I have to counter the expected alpha strike from the mob. lol
My 50 Necro/Dark MM can easily solo 0x6 missions as well. She is all IOs now, but for the longest time was just SO's and was soloing 4 person team spawns on the old "Invincible" setting with only the same two above mentioned -kb, and +stealth IOs. It gets kinda boring: Power boost - cone of fear - tar patch - wide area web grenade - take a nap while minions take out goons, or toss out the occasional twilight's grasp to restore some lost hp to a minion. Repeat 20 times per mission until mission complete. Boss mobs just require a minor change in tactics. I still do the same thing, but use my two holds to continually stack them on the boss. Usually on the third one, thanks to the duration increase of power boost, the boss is held pretty much for the rest of the battle as the continually stacking holds keep him that way. The minions defeat the other enemies while the boss stays frozen looking up at the ceiling, and then he dies. lol.Wake me up when the mission is over will ya! lol
Honestly, after 54 months playing the game, I don't team much anymore. I've pretty much got the toons, and the cash to outfit them the way I want, and to be equal to an entire team of heroes by myself. For me, I find this style of play - trying to be equal to teams of heroes, to be very exciting, and an immensely fun way to play. There is a certain thrill and immense satisfaction for me to always being on the edge of death, but somehow making it through the mission.
I guess if you like having a total click-fest from start to finish, you do go through a lot of inspirations. I just wanted the ability to carry a few more, but not many people seem to think it's necessary. That's fine, everyone is entitled to their opinion, and I realize the idea is not for everyone, just like my playstyle is not for everyone. That's the main reason why I presented the idea as an optional expansion through the vanguard merit purchase. I never really expected this to one day be a part of the game, but was looking for some feedback on the idea, which of course I got.
I'm a bit OCD about this. My Inspiration tray is always (always):
two columns of greens - two columns of blues - one column of awaken + break free.
Anything else that comes in gets used immediately, given away (especially yellows and reds if I'm playing a support character), or if I have 2 of a kind, kept only until I get the third I need to combine into a green/blue/etc.
My characters at Virtueverse
Faces of the City
Which is probably why we won't see more, if you could always rely on having 10 purples to pop in every mission then it would kind of unbalance everything.
Back in the day I used to always ensure my blaster had at the very least 4 breakfrees on him at all times. Allowing my tray to fill with other stuff. Once we got the ability to combine, I was no longer forced to allocate those spots to breakfrees and for the 1st time I started actually using purples and oranges. I couldn't believe how much of an impact they make!! Which is why I doubt we'll see more, unless one of the Incarnate attributes is another row... |
This is a very good point, but!
Non melee ATs are developer designed to rely on break frees to be able to basically operate in any environment, since status effects are a universal constant and spammed like no tomorrow all the time. Frankly I wish support caste would be given some modicum of mag resistance to status effect so thier total and utter dependence on inspirations could be mitigated to some extent. To clarigy, I am not saying make support class ATs immune to Status effects, but stop having them utterly helpless against them either. I would suggest a MAG 3 (same as a boss) would be logical to a certain extent. After all if the support AT goes stupid and rushed into a large mob, oh well, multiple mobs with status effects wil nearly instantaneously saturate the meager mag 3 resistance. But at MAG 3 the average support AT will be able to resist a attack and be able to contiune healing the tank or giving those so much demanded SBs...
A thought that has always bothered me, as a roleplayer, with regards to status effects...
If one was to think of a Super Hero, we always think of them of having a certain inner sense of puropse which drives their will to succeed and overcome. So when bad mama is trying to impose her will on Captain America, she has to defeat his sheer devotion to this country, which aint easy.
So when I look at any Super Hero, regardless of being a Tanker, Scrapper, Controller, Defender and Blaster; I would like to believe that they have a sense of purpose, that their is something that drives them to do what they do and thus gives them moral strength, thus resistance to status effects.
As a roleplayer, I find it truly insulting, that a Defender has Mag "0" resistance, same can be told for Controllers and Blasters. Yet a lowly minion has a MAG "1", A LT has MAG "2", a Boss has MAG "3" and so forth. How else can I interpret this besides the Defender, Blaster, and Controller are totally uncapable of feeling commitment and thus have no way to have an internal fortitude to face challenge and conquer it, while the lowest mob minion is obviously more committed to their life of crime than a Defender will ever be to their heroic mission.
Considering that Status effects are so totally prevalent, that they are included in ranged attacks and ranged AOEs, they are many times auto-hit, and many of this ranged attacks have snipe ranges; perhaps giving the support caste a little mag resistance is not that ludicrous. Also consider that the support class' only protection is to disable their oppposition, who happens to have the ability to resist them, somehow this does not strike as too equitative either...
Hugs
Stormy
Just email big def insps to yourself. You can stack another 20 insps that way for longer fights. I just put EoEs there but to each their own.
Just email big def insps to yourself. You can stack another 20 insps that way for longer fights. I just put EoEs there but to each their own.
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Stormy
If you mix it up a bit then you can use them for lowbee boosting as well, eg. health and endurance boosts, etc.
If you have some good friends, having them feed you stuff regularly is a good way to get by some tricky areas like master runs or debuffed settings (flashbacks etc), even while you're in the mission and they are off somewhere else (ie. not on your team).
Just email big def insps to yourself. You can stack another 20 insps that way for longer fights. I just put EoEs there but to each their own.
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Still though, another row of insp slots would be awesome for my weaker toons who have to eat insps like candy just to stay in the fight. I would gladly trade merits for those slots, Vanguard or otherwise.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Was just thinking it would be cool if you could earn more slots to store inspirations. We already can trade vanguard merits to be able to hold more salvage. Maybe trading in 500 or 1000 vanguard merits would allow you to have an extra row of inspiration storage? 5x5 instead of the 5x4 we have at level 50 now.