fix it so we are not forced to pick the t1 power in our secondary


Adeon Hawkwood

 

Posted

For some of us (won't say all; don't say all) it's not that we want more options or for the same availability as a primary set; we want to be able to skip that first power.

And in half of the cases of powers being skippable, people would take them later anyways. For instance, a toggle armor early game without Stamina - or, even after the change, pre-SO Stamina - isn't going to be as useful as an auto power to some, which doesn't chew the precious endurance up.

In other instances, it's powers that some players can use and others see as a power choice arbitrarily gone: Gale, Force Bolt (Mastermind version of Force Field), Sonic Siphon, Blaster immobilizes, etc.

Hide and Bruising are the only thing this really breaks, but the former may have multiple solutions and the latter isn't exactly the job of the archetype. You can give Tankers taunt for free, and some people probably won't use it because they find their aura to be enough.


 

Posted

Quote:
Originally Posted by Quinch View Post

Of course. The experiment would be as follows;

A mid-level AE mission, ran in test mode with invulnerability, with +4x8 spawns with full complement of stone meelee/assault rifle primaries and invulnerability powers to ensure a protracted engagement. One tanker and one blaster, one spawn at a time. "Loss" of aggro may be defined as a mob closing the distance between the blaster and the tank, with severity according to mob rank, though I am open to suggestions. Demorecorded for subsequent analysis, fifteen-minute timer. First pass is with a tauntless/provokeless tanker {you}, second run with taunt and provoke {me}. Possible additional run with me using only aggro toggle, taunt and provoke for comparison purposes.
... I'm sorry, this was supposed to be under *normal* gameplay conditions?

I'm not referring to the "players = invulnerable" part, that's understandable as part of the test (not going for kill speed, etc.) if I'm on +4/+8 for some reason, I'm probably on a decent (4 person or more) team. Not a duo with mobs set for "maximum engagement time per spawn."

Are there some that run that way? Sure. Think that's BillZBubba's normal setting. I wouldn't call that "normal" gameplay, though, any more than I'd call the space shuttle "normal air traffic."

Could some folks do that? I'd throw, say, Dechs Dark/Fire tank, built for that sort of thing, at that challenge. (Not sure if he has taunt or not.)

That, to me, sounds more like a stacked deck.


 

Posted

Quote:
Originally Posted by OPTICAL_ILLUSION View Post
it's annoying and we should not be forced to take a power that we may not want. if you can't change this then provide 6 enhancement slots that are "locked in" instead of 1. also, do the same thing for boxing or kick when chosen from the fighting pool, not both.

tyvm
I'll be a bit nicer.

Okay, yeah for some powerset combos it sucks to take the tier 1. I agree.

While I'm neither for or against this change. I'm fine with it, and it's something I've come to live with, and except for a very few tier 1 secondaries, I find I always use them (*glares at Gale*)

However, yes, it makes it to easy for people to gimp their builds, with ones who need their tier 1 to be effective (like Stalkers).

Those who don't use it on purpose, it's their own fault.

MM's who don't take pets, know they're gimping themselves, it's a choice. So that's just a bad example.

So, I can somewhat see the suggestion for automatically 6 slotting the tier 1 as a "Oooo...nice." if not for use int he power, but could always say "well at least I can use the power as a set mule"

I also don't think it would be all that game breaking.

However, your suggestion to do that with Boxing/Kick? You lose me right there. You don't like taking boxing/kick, then don't take it. No one is forcing you into any of the pool powers (well, you have to take some at some point, but the choice is your inwhich to take).

You don't NEED the fighting pool. Oh, it works great with stacking for defense, but it's all your choice if you think Tough/Weave is worth taking an attack you're not likely to use (I'm sure some do).


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by BrandX View Post
MM's who don't take pets, know they're gimping themselves, it's a choice. So that's just a bad example.
Wow, I'd love to hear how Stalkers skipping hide is less a choice, or even remotely different.


A game is not supposed to be some kind of... place where people enjoy themselves!

 

Posted

Quote:
Originally Posted by OPTICAL_ILLUSION View Post
i like all this chatter.

fact: currently the t1 secondary that we may or may not want or is good or not good is a forced power. no option at all. none. yeah sure we can take slots out later but we are still stuck with that power. bad design.

fact: i have to wait 41 levels on many toons to get epp or ppp armors and i have to take crappy boxing or kick first to get something that resembles armor. why would i want kick or boxing when i have a whole primary or secondary or both with attacks? boxing and kick are melee attacks mind you which is really great for a squishy with no substantial armor until 41 lol but i must take one of them to get pitiful but better than nothing armor. bad design.

what should be done: make power choices more flexible or change/revamp all t1 secondary powers to be more useful compared or yeah lock in some slots or put in something more useful into the fighting pool besides boxing and kick. i really don't care, just do something about these bad designs.
*whud*
*whud*
*whud*

You hear that?
*whud*
That is the sound-
*whud*
-of a man smacking his head against the desk-
*whud*
-repeatedly, at the sheer level of fail in this post.
*whud*

The pools are designed that way for a reason. Your taking fighting pool on an AT with armour already; thats fine. Your also accepting your making sacrifices to get even more protection. If your on a squishy, your making sacrifices to get armour on an AT designed without protection in mind.
Pool and APPs aren't meant to completely erase every weakness in an ATs build.

Now, Stamina taking three power picks and unlocking at 20 despite being near as damnit mandatory for most players who didn't have pat down build planning, specific playstyle or IOs and certain sets? THAT was bad design, one which has finally been corrected. This? No, not really. You just can't have your flawless Character. Sorry, not going to happen.


Quote:
Originally Posted by Zwillinger View Post
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.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

umm lol. i like how some of you try to insult then post dorky stuff right after. read zombie mans posts you may learn something.


A very sad story about War Witch and the neglected kitty. http://boards.cityofheroes.com/showthread.php?t=219670

Quote:
Originally Posted by Black_Barrier
Guess it's hard to click while actively trying to keep the drool away from the keyboard...

 

Posted

Quote:
Originally Posted by OPTICAL_ILLUSION View Post
umm lol. i like how some of you try to insult then post dorky stuff right after. read zombie mans posts you may learn something.
Man how sad is it that you have nothing of value to add to your own thread?

It hasn't even been derailed.

Did you really jump into this without giving any more thought then what you came up with while typing?


 

Posted

Hey, it's more thought than he gave when making the thread.

It's a dumb idea that's unnecessary and would take up resources better spent on i19 and the Incarnate System.


 

Posted

Quote:
Originally Posted by ChaosExMachina View Post
Wow, I'd love to hear how Stalkers skipping hide is less a choice, or even remotely different.
MM's have the option of skipping pets. Stalkers have no option of skipping hide.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by ChaosExMachina View Post
Wow, I'd love to hear how Stalkers skipping hide is less a choice, or even remotely different.
As far as Stalkers go, I think having 1 primary and 1 secondary power "ripped away" by choosing the AT was interesting, but something that could stand a slight change.

In other words, "Why does Hide need to be a Secondary power at all"

Make it an inherent power, and give stalkers the same choices open to Scrappers/Stalkers.


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

Quote:
Make it an inherent power, and give stalkers the same choices open to Scrappers/Stalkers.
My thoughts on Stalkers EXACTLY! Although it may be something better discussed in a new thread.


 

Posted

Congratulations on surviving this long before this subject rears its ugly head. Is it on an 18 month cycle now? Still I suppose it beats 'TOTAL RESPEC' and 'VEHICLES'...

Primary powers are the ones that define the role. Secondaries support that role.

Exceptions (such as Shield Charge for Brutes and Scrappers) are useful Secondaries that unlock at later levels: i.e. Drain Psyche.

Primary powers are picked and the first power may be skipped if desired. Brutes benefit from taking their Tier 1 Primary as it helps to keep Fury at a decent level early on AND through their career. Blasters benefit because they have access to Tier 1 and 2 powers when mezzed. Also, the first blast is a handy 'utility' power if a player decides to slot procs such as chance for hold, as it fires off quickly and recharges quickly. Corruptors can benefit as they also have a utility blast and a cheaper way of finishing off mobs, especially when Scourge is in effect.

Secondary-wise, Stalkers get Hide, Tankers get bruising, Blasters get a power they can use whilst mezzed.

The Tier 1 secondary is, admittedly, a mixed bag but still serves as a power. Whether or not you use that power is up to you, but I don't believe there is a compelling argument FOR removing the Tier 1 Secondary as a mandatory power pick. Some Tier 1 Secondaries are useful, others (especially on some support characters) seem less so and it depends on playstyle.

Defender blasts, like Corruptors, Domis, and Blasters, can be used as utility blasts.

Blaster secondaries (the immob ones) are handy early on, especially when damage is high compared to mob resistance. I often respec slots out of the Tier 1 Secondary later on and take it out of my attack chain. Energy Manipulation's Power Thrust, however, is an attack I hang on to. It's awesome, and can be slotted up to be a handy bailing power.

Controller secondaries can be a bit lame - mainly Gale from Storm Summoning - (because Defenders get to skip some of the less obviously useful powers) but again it's just a power that can be ignored if necessary and moved on from. As a character you are not missing out.

So I disagree with the OP - please DO NOT fix it so that we are not forced to pick the t1 power in our secondary.


 

Posted

Just out of curiousity, I decided to look at all 85 "Forced powers" to see how many of them would be considered "marginal" by my standards. Powers which, if the choice to skip were possible, would I skip them? Be advised, these are just MY opinions of a power's worth and I don't mind at all that others view them differently.

So, of the 85 choices, this is what I found.

Blasters: Damage for Web Grenade and Power Thrust are markedly lower than other secondary counterparts, and Only Power Thrust seems to "stand the test of time" in a build. A single target Immob is still useful, just less "fundamental" in the end-game.

Controllers/Corruptors : My previous comments on gale as a possible "marginal" power are all taken back. I love this power and it is plainly obvious that other powersets have it worse off. Gale only suffers from the same issue that plagues the whole "Storm" powerset and that is powers that don't always play nice together.
Sonic Siphon seems a little on the "weak" side for a power and is less usefull as you level because you gain better tools to do the same thing. If the cast time were considerably shorter and maybe recharge faster, then this power could be more of a "staple". Cold Dom's Infrigidate probably could have the same improvement made to it, but it's cast time is perfect at 1 sec. Trick Arrow gets Entangling Arrow. Again, this certainly is not useless, but for the vast majority of choices, it could lose its appeal at higher levels. heck Glue Arrow practically makes it obsolete.

Defenders/Tankers/Dominators : Single target Attacks. Basic survival tools, no issues here other than they do Tier 1 damage. Can we have more damage? Please ? No ??? Ok

Scrappers/Brutes : Willpower, Regen and Invulnerability are the only sets that get forced to take an auto power instead of a Defensive toggle. This would make alot of sense to change. Temp.Inv is a better Tier 1, Mind over Body for Willpower and Regen is a case where Reconstruction would make sense as well. The big question is : Are the Auto powers "optional" ? An argument can be made for each power's necessity. I would still take them, but might wait till later to pick them.

Stalkers : this AT is a special case, and as I mentioned in a previous post, I asked whether it would make more sense to make HIDE an inherent, and move stalkers secondaries back in line with Scrappers/Brutes. Whether or not that makes sense, they still run into the same three powers at level 2 that Scrappers/Brutes did at level 1. So in the case of stalkers, their Tier 2 and 3 powers could stand to be swapped so that TI/MoB/Recon become available at level 2 instead of level 4.

Masterminds : Alkaloid in Poison is the only standout set here. Envenom or Weaken seem to be better suited as Tier 1 powers, and to be honest Weaken seems like it could use the same treatment as Sonic Siphon (make it cast faster and more often).

The only other item of note is the difference between Controllers and Masterminds with regards to Forcefields. Both Force Bolt and PFF would find their way (and have) on any build of mine, but I personally think Force Bolt makes more sense as a Tier 1 power. PFF makes more sense later in the powerset. Forcebolt suffers much in the way some other powers I have mentioned do, which is they can be replaced by powers later in the set, so there is some reasoning to improve the power in some way.

So lets see out of 85 choices of "forced" picks, I found 11 that I would definitely call "out-of-order" : Fast Healing, Alkaloid, Resist Phy Damage, High Pain Tolerance, PFF (controllers). And of these, Only Alkaloid is a power that I would really "hate" being forced to take at level 1. And 9 of the 11 are the same 3 powers for 3 seperate melee ATs. Thats a pretty low percentage of error.

The rest of the powers that I found issue with, were just deemed "weak" or "replaceable" later in one's career. These powers just need to be improved. If you swapped them to another Tier, they would just be "thrown" onto the woodpile of "skippable" choices. So it makes more sense to "fix" them rather than swap them around.

Ugh, didn't see this getting so long

-Bio-


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

can they sticky this thread plz? i want to be able to come back and read this when i'm feeling down.


 

Posted

Quote:
So lets see out of 85 choices of "forced" picks, I found 11 that I would definitely call "out-of-order" : Fast Healing, Alkaloid, Resist Phy Damage, High Pain Tolerance, PFF (controllers).
Which powers are unwanted is all completely based on opinion. For instance, I find gale and entangling arrow utterly useless late game, yet find Personal Force Field and Power Thrust to be god-sends.

As far as melee defensive secondaries go (Scrapper, Brute, Stalker), you generally want all of their powers anyways, so the toggle-vs-auto is again opinion, and I doubt anyone would skip any of the powers by the end of their career.

Quote:
So lets see out of 85 choices of "forced" picks, I found 11 that I would definitely call "out-of-order" : Fast Healing, Alkaloid, Resist Phy Damage, High Pain Tolerance, PFF (controllers).
Touch the Personal Force Field and you die...


 

Posted

Quote:
Originally Posted by Biospark View Post
Blasters: Damage for Web Grenade and Power Thrust are markedly lower than other secondary counterparts, and Only Power Thrust seems to "stand the test of time" in a build. A single target Immob is still useful, just less "fundamental" in the end-game.
For Web Grenade my view is actually the other way around. It's less useful than the ST Immobilizes in other Blaster Secondaries early on but becomes a lot more useful late game.

The ST immobilizes serve two purposes for Blasters. First they help keep the Blaster out of melee and secondly they provide damage or debuff. The damaging immobilizes are very useful at low levels where the Blaster doesn't have a solid attack chain so tossing an immobilize out for extra damage and safety makes a lot of sense. However at higher levels the Blasters tend not to use them for damage since they are a worse attack chain filler than the T1 from the blast set (longer animation time and 50% higher endurance cost for the same damage). At that point the fact that Web Grenade is a debuff becomes a lot more useful.

If I could skip the T1 on Blasters Web Grenade would be one I would probably still take. I might push it off a bit in my build, but I would still try to find room for it.


 

Posted

I think this is a convenient backup of my point that it's a matter of taste, thus 'penalty' is nonsense even if you could come up with a decent argument why there should be one (and nnobody has).


A game is not supposed to be some kind of... place where people enjoy themselves!

 

Posted

If I recall correctly, RPD is the lion's share of Invuln's Defense Debuff resistance. Considering that the Defense part of Invuln's mitigation is non-trivial, I'd find it silly to skip it.


Dawncaller - The Circle of Dawn
Too many blasted alts to list, but all on Virtue.

 

Posted

Quote:
Originally Posted by Zombie Man View Post
Slightly.

1. The question is: Was that original design decision a good one; and, was it implemented correctly? Answering the second question first, compare Hide and Gale... not implemented correctly.

The first question is resolved by answering the question: just how sub-optimal is sub-optimal? Most of the powers we take can be scaled up, enhanced, or still found to be useful at higher levels. But then there are some powers that many players remove from their trays as being not worth keeping. The Origin powers were meant to be only useful at very low powers and I don't think anyone's calling for them to be buffed or worked around. But a when a power from the secondary set is forced upon a player and it has little value past level 6... it's more than simply a lesser power, it become useless (yes, I know there's a situation to be imagined to make any power useful at that moment... I'm talking about actually using the power, not letting it languish for a once a month moment).

Tankers just got their Tier 1 attack that's forced on them buffed with Bruising. That was an attack many removed from their attack chain as soon as they could. Now they want it. But that goes against your principle that such a power should be sub-optimal. Their Bruising attacks are no longer sub-optimal. Hide is not sub-optimal. Gale and single target immobs are very sub-optimal.

I'm not saying the Tier 1 Secondary Power should outshine the primary powers, but it shouldn't be so underpowered that it goes unused. And yet, that's the situation so many secondary powersets find themselves.

If you won't allow the choice of taking something else, will you get on the band wagon of buffing all the Tier 1 Secondary Powers to be as useful as a Bruising Attack or as Hide?

2. A little bit of straw man since I didn't argue for free form power selection. Just an option at the first level of selection. That is a *huge* difference than what you think I'm arguing for.

3. Whim? The nearly universal revilement of Gale is a whim? You have been reading the boards for the past 6 years, right? This argument has come up a large number of times by a lot of sound individuals. Take your crazy paint and apply it to something that it will stick to. It's got no traction here. Call my argument 'a whim' and I'll call your argument 'inflexible.' Now where do we go from here in an honest discussion?
Why bother with locked in powers at all then? Why not skip straight to the 3rd power of your primary or the 9th for that matter. I might feel all the 8 others are rubbish. SS could work with just Footstomp and brawl...
Stone armor certainly doesn't need anything other than Granite.

I'm not exactly opposed to the idea of a skippable tier one secondary power, but I don't see the need for it either. I like gale.

The suggestion for 6 slotted powers as an alternative is just pure idiocy though.


@True Metal
Co-leader of Callous Crew SG. Based on Union server.

 

Posted

Quote:
Originally Posted by Dalantia View Post
If I recall correctly, RPD is the lion's share of Invuln's Defense Debuff resistance. Considering that the Defense part of Invuln's mitigation is non-trivial, I'd find it silly to skip it.
I have not looked at DDR numbers recently, but you are correct. I would not skip it either, if it were swapped with Temp Inv. What is even funnier is that even though I think Temp Inv makes more sense as the Tier 1 "forced choice", Scrappers/Brutes have this power open up at Level TWO. So even if you think the devs made a slight error in power order for Regen/Willpower/Invuln, its a whoppin 1 level wait to correct the error and the Tier ONE (In EVERY case) for these powersets is a power I would take eventually anyway.

They could fix it, but its really a minor, AND Personal Opinion whether it should be changed.

The ONLY Standout powers that I could find were Alkaloid (Poison) and PFF (Forcefields).

Thats it 2 powers out of 85 forced picks. And PFF is a power one should take eventually anyway, so in reality, that is ONE forced pick out of 85 that seems really "OFF" to me.

/sarcasm COME ON DEVS, COULD YOU FIX THIS PLEASE /end sarcasm


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

Quote:
Originally Posted by Biospark View Post
I have not looked at DDR numbers recently, but you are correct. I would not skip it either, if it were swapped with Temp Inv. What is even funnier is that even though I think Temp Inv makes more sense as the Tier 1 "forced choice", Scrappers/Brutes have this power open up at Level TWO. So even if you think the devs made a slight error in power order for Regen/Willpower/Invuln, its a whoppin 1 level wait to correct the error and the Tier ONE (In EVERY case) for these powersets is a power I would take eventually anyway.

They could fix it, but its really a minor, AND Personal Opinion whether it should be changed.

The ONLY Standout powers that I could find were Alkaloid (Poison) and PFF (Forcefields).

Thats it 2 powers out of 85 forced picks. And PFF is a power one should take eventually anyway, so in reality, that is ONE forced pick out of 85 that seems really "OFF" to me.

/sarcasm COME ON DEVS, COULD YOU FIX THIS PLEASE /end sarcasm

Alkaloid allows a MM to keep his starter pet alive to keep soaking up damage and taking out the NPCs. Envenom is neat but at level 1 do you need it?


 

Posted

Quote:
The ONLY Standout powers that I could find were Alkaloid (Poison) and PFF (Forcefields).
Moving any powers into the forced slot is going to ruin it for somebody. Might as well not touch them at all at that point.


 

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Quote:
Originally Posted by LISAR View Post
Alkaloid allows a MM to keep his starter pet alive to keep soaking up damage and taking out the NPCs. Envenom is neat but at level 1 do you need it?
Especially since you can pick it up in 5-10 minutes when you hit level 2.

I have never seen a tier 1 secondary power that didn't remain at least somewhat useful for the character's entire career.

Okay, Infrigidate isn't the greatest power in existence, but when the alternative is an ally-only shield, guess which one I'd prefer to have when soloing?

The forced tier 1 power in every secondary is, without fail, something that will be useful to you while solo. The devs can't guarantee you'll be on a team, but it IS guaranteed that you will spend at least part of your time solo.


Quote:
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.

 

Posted

allow tier 2 powers as a primary choice in secondary power pools.

I think this is actually a good idea, for several reasons alot of tankers would love to drop their first tier 1 attack, and chose the second one cause it nearly the same recharge time and does better damage.

there would be uses for it, but ti should be an optional thing, cause certain archetypes wont want to miss their first second set power. especially sets which have a limited number attacks (around 3)

but as I said alot of sets could really benefit from it.