New Power Pool Powers


AzureSkyCiel

 

Posted

I figured it'd be a good time to introduce a few ideas on new Power Pool abilities, that is, the suggestion to add a fifth one. I know some other people have made similar suggestions, but here's mine.

Concealment
Stealth Strike - Single Target, Minor DMG(Smashing), A weak attack on it's own, if used while hidden, it deals 250% extra damage.

Fighting

Combat Sense - Click, 20 second Mez Protection, can break you out of a hold, Recharge: 2 Minutes

Flight
Flight Mastery - Auto Power, gives a slight defensive bonus (equivalent to hover), minor to moderate increase to flight speed.

Medicine
Stimpack - Click, Single-Target Ally, Heals 100% of health, after 10-15 seconds, deals 50% damage. An emergency power to use on someone about to die.

Leadership
Forced March - Click, PBAoE, +25% Move Speed, +25% Recharge for 2 Minutes, -25% Health at the end of the 2 minutes. Recharge, 6-7 Minutes.

Presence
Mock - Ranged, Single Target, Taunt (with accuracy check), Foe -ToHit(Moderate) +DMG(Minor)

Speed

Speed Mastery - Auto Power, grants Super Speed a minor defense bonus, and slightly increases natural run speed

Super Jump
Jump Mastery - Auto Power, gives all the benefits of Combat Jumping, stacks with other jumping powers.

Teleport
Superior Teleport - Click, Teleports you to any zone on the side your currently on, prior charge up time 15 seconds, interruptable, Recharge: 90 seconds


 

Posted

I like them. Though I'd make Forced March into a -25% Regeneration penalty, rather than Health.

-Rachel-


 

Posted

1. Stealth Strike - Hidden is a specific status provided by Stalker Hide/Placate and VEAT stealth. The powers in the concealment pool don't provide it.

2. Combat sense - Congrats. You've just made every mez in the game pointless, except, perhaps, Ghost Widow's.

Flight Mastery - eh. Can already cap flight speed without really working on it, but other than that, no real comments.

Stimpack - 50% health damage? People complain when I use the Poison or Mutation rez for the minor hold it does. First time someone dies from this debuff... oy.

Forced March - Another health penalty - all I can think is "And people complain about Speed Boost."

Mock - eh. I really don't think we need another taunt, TBH, less so single target. Wondering on your thinking on this.

Speed mastery - Not really for or against. I'm not sure you *can* apply the bonus specifically to another power. Possible, since targeting drone gives AR Snipe a damage bonus.

Jump mastery - soooo... Hurdle with +Def and Immob protection?

Superior teleport - Given all the *other* ways of doing this exact same thing, it seems like kind of a waste to put it in as a pool power.


 

Posted

Agreeing with Memphis Bill. Not sure what the reasoning behind them or how it would be a good time now to add since incarnates are around the corner.


 

Posted

Quote:
Originally Posted by BenRGamer View Post
I figured it'd be a good time to introduce a few ideas on new Power Pool abilities, that is, the suggestion to add a fifth one. I know some other people have made similar suggestions, but here's mine.



Medicine
Stimpack - Click, Single-Target Ally, Heals 100% of health, after 10-15 seconds, deals 50% damage. An emergency power to use on someone about to die.
Hooray to Fallout!


 

Posted

Quote:
Originally Posted by Steampunkette View Post
I like them. Though I'd make Forced March into a -25% Regeneration penalty, rather than Health.

-Rachel-
You nailed it Rachel. Ben has some great ideas here and with the change Rachel suggests I like them as good expansions.


 

Posted

Quote:
Originally Posted by BenRGamer View Post
I figured it'd be a good time to introduce a few ideas on new Power Pool abilities, that is, the suggestion to add a fifth one. I know some other people have made similar suggestions, but here's mine.
Teleport
Superior Teleport - Click, Teleports you to any zone on the side your currently on, prior charge up time 15 seconds, interruptable, Recharge: 90 seconds
I think there's a lot of powers that you could put into teleportation other than this. I'd go with a "Combat Teleportation" Much shorter range (and corresponding lower End Cost!) and no hovering at the end.

In general, I'm in favor of "deeping the pools", even if I'm not terribly enthused with some of your particular suggestions.


 

Posted

I dunno, though. I think Bill has some valid points, too. I'd say turn the HP penalties into Regeneration for both and apply them throughout the duration.

As for Combat sense give it a 20 second duration with mag 3 hold, sleep, and stun protection. It'll get you out of a single control with a mag of 3 or less, but if two people hit you with holds, or you get hit by a high-mag hold, you're still held.

Make Stealth Strike only proc the added damage when you're invisible, instead of "hidden", or within a certain magnitude of stealth.

Kind of agree with the Mock argument, though. Personally I'd like to see it turn into a single target taunt with a 50% chance of a 10 second mag 5 sleep. >.> You say something so (heinous/confusing/shocking/surprising/witty) that they stand and stare.

I'd get rid of the immob protection and make jump mastery into a small +jump speed (not height) bonus and a defense bonus to ranged attacks only. Make Speed Mastery similar, static ranged defense bonus... Flight, too!

And then Teleport Mastery... Gotta agree with the Porkster!

We are talking about making these tier 4 powers in the sets which require you have 3 other powers from the same set.... right?

-Rachel-


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
1. Stealth Strike - Hidden is a specific status provided by Stalker Hide/Placate and VEAT stealth. The powers in the concealment pool don't provide it.
Eh, make it with Stealth, then.

Quote:
Originally Posted by Memphis_Bill View Post
2. Combat sense - Congrats. You've just made every mez in the game pointless, except, perhaps, Ghost Widow's.
That's why the Recharge time is so high, to keep holds effective, it's intent is to pretty much be a free Breakfree once every few minutes..

Quote:
Originally Posted by Memphis_Bill View Post
Stimpack - 50% health damage? People complain when I use the Poison or Mutation rez for the minor hold it does. First time someone dies from this debuff... oy.
Maybe make it a self heal. I got the idea from this from Fallout 2 with their Super Stimpacks.

Quote:
Originally Posted by Memphis_Bill View Post
Forced March - Another health penalty - all I can think is "And people complain about Speed Boost."
It's to keep it fairly balanced, since this is a PBAoE power, and not simply a self only or a single target +Rech Boost, and is a power pool. Maybe make a -Regen or -Recov penalty while the power is active

Quote:
Originally Posted by Memphis_Bill View Post
Mock - eh. I really don't think we need another taunt, TBH, less so single target. Wondering on your thinking on this.
It's more for the debuff aspect than anything else.

It's basically you driving the opponent to a berserk rage where they attack you in more powerful but easier to avoid attacks.

Quote:
Originally Posted by Memphis_Bill View Post
Flight Mastery - eh. Can already cap flight speed without really working on it, but other than that, no real comments.

Speed mastery - Not really for or against. I'm not sure you *can* apply the bonus specifically to another power. Possible, since targeting drone gives AR Snipe a damage bonus.

Jump mastery - soooo... Hurdle with +Def and Immob protection?
The Flight/Speed/Jump mastery are to pretty much make the travel powers in themselves a bit more useful, with the added +Def and speed, pretty much. Flight Mastery is like having the benefits of hover on all the time, and it stacks with hover, the same with CJ and Jump Mastery, if Speed had a power like CJ or Hover it would be that too. Maybe make them less End expensive, if possible.

Quote:
Originally Posted by Memphis_Bill View Post
Superior teleport - Given all the *other* ways of doing this exact same thing, it seems like kind of a waste to put it in as a pool power.
Eh, could go with the BBQ Pork suggestion. Though I'm not entirely sure what he means by it.

As for Steampunkette's line about these all being Tier 4. Maybe, some of them I dunno if they should be Tier 4 or earlier.


 

Posted

Quote:
Originally Posted by BenRGamer View Post
Eh, could go with the BBQ Pork suggestion. Though I'm not entirely sure what he means by it.
I want to be able to pop about in combat, repositioning whenever I want. By having it be a limited form of the Travel power Teleportation, it would have a shorter range (making it less suitable for long distances), but cost less per jump. This would make it more usable in combat as you don't pay as much per jump.

My inspiration was the Rikti Headman Gunner, TP'ing about and popping up behind me or up on a ledge to fire at me.

While I haven't used TP as a travel power for a while, I was annoyed at it when I did. I hated the brief hover-time at the end of each "bamf" if I was in combat, particularly as a melee type. But for getting to the end of a zone (barring stopping to pop blue pills), the hover-time was useful for getting a quick reposition of the targetting reticle.

Actual range and endurance numbers could be worked out later.
Quote:
As for Steampunkette's line about these all being Tier 4. Maybe, some of them I dunno if they should be Tier 4 or earlier.
I think that the "added power" in a pool should be rated by it's value, and put into whatever tier it deserves to be.
Or...if we want to add nothing but "top tier" powers as new powers, then buff them to where they deserve to be rated that high.
Personally, I just want to round out the sets, not neccesarily add "MOAR POWER!!" to everything.


 

Posted

Well, if you go with Combat Teleportation, it should be much shorter range (50-100 ft, max) and it'd be a Tier 1 or Tier 2, and be very End expensive.


 

Posted

Hm. Could make Stealth Strike a toggle that adds 20-25% damage if you attack while stealth isn't suppressed.


 

Posted

Quote:
Originally Posted by BenRGamer View Post
Well, if you go with Combat Teleportation, it should be much shorter range (50-100 ft, max) and it'd be a Tier 1 or Tier 2, and be very End expensive.
Does it need to be End Expensive? I guess if it's going to be low-tier, then it have to have trade-offs, though. Like having a poor End:Range ratio, particularly a worse End:Range:Time ratio than the full-on travel power so that it doesn't become a full-fledged travel power.
I'm thinking how Hover and CJ are the combat versions of Fly and SJ.


 

Posted

Yeah, that's what I mean. Teleport is especially susceptable to being used like that as it can literally be keybinded to a mouseclick, so, making it prohibitively expensive to use it more than 3-4 times consecutively is the best way to deal with it, imo.


 

Posted

Quote:
Originally Posted by BenRGamer View Post
Yeah, that's what I mean. Teleport is especially susceptable to being used like that as it can literally be keybinded to a mouseclick, so, making it prohibitively expensive to use it more than 3-4 times consecutively is the best way to deal with it, imo.
Well, I would say that the problem with regular TP that keeps it from being practical is the animation time and the hovering immobilize.
Remove those for combat teleport and there ya go, now you can justify the high end cost.
Otherwise all you're doing is giving people a worse version of TP.


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Quote:
Originally Posted by Samuel_Tow View Post
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Posted

Quote:
Originally Posted by BenRGamer View Post
Eh, make it with Stealth, then.
Are you saying that Stealth should have a crit chance then? Even more confusing.


Quote:
That's why the Recharge time is so high, to keep holds effective, it's intent is to pretty much be a free Breakfree once every few minutes..
Inspirations are pretty plentiful, plus you can combine inspirations to make more. That is a lot of picks for powers to be useful.


Quote:
Maybe make it a self heal. I got the idea from this from Fallout 2 with their Super Stimpacks.
The medicine pool powers are interuptable. That would not be the best if someone is about to die and you keep getting interupted. Plus what happens if someone hits a green inspiration. You end up still taking 50% damage? Now you could die. Again, a lot to give up here.

Quote:
It's to keep it fairly balanced, since this is a PBAoE power, and not simply a self only or a single target +Rech Boost, and is a power pool. Maybe make a -Regen or -Recov penalty while the power is active
Sticking with Bill about people complaining about SB. Now they would have something, now for 2 minutes.

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It's more for the debuff aspect than anything else.
But it would be a pool power, just how much debuffing would it be to be effective? A lot to give up for this selection for a small return.

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The Flight/Speed/Jump mastery are to pretty much make the travel powers in themselves a bit more useful, with the added +Def and speed, pretty much. Flight Mastery is like having the benefits of hover on all the time, and it stacks with hover, the same with CJ and Jump Mastery, if Speed had a power like CJ or Hover it would be that too. Maybe make them less End expensive, if possible.
The travel powers seem pretty balanced for what they do. With all the ways to increase defense, not seeing how they would help. All comes back to the return for taking these powers. If you provided numbers, it would help comparing if they are balanced since a couple were mentioned as auto's.

Quote:
Eh, could go with the BBQ Pork suggestion. Though I'm not entirely sure what he means by it.
Combat TP sounds fun, but if the hover/animation is the same, could be very annoying. Plus some powers require to be on the ground, so that would be a few seconds where it could be further annoying.

Quote:
As for Steampunkette's line about these all being Tier 4. Maybe, some of them I dunno if they should be Tier 4 or earlier.
Not sure where else they would fit if not Tier 4's, since missing a few numbers on some.


 

Posted

Quote:
Originally Posted by AzureSkyCiel View Post
Well, I would say that the problem with regular TP that keeps it from being practical is the animation time and the hovering immobilize.
Remove those for combat teleport and there ya go, now you can justify the high end cost.
Otherwise all you're doing is giving people a worse version of TP.
That's what it's supposed to be =P Solely for positioning in combat. Just like Hover is for combat, and CJ is for combat.


 

Posted

Quote:
Originally Posted by PennyPA View Post
Are you saying that Stealth should have a crit chance then? Even more confusing.
Not a crit chance, but something similar to what Stalkers/Bane Spiders have, only several magnitudes lower. Maybe even have it stack with Stalkers/Bane Spiders

Quote:
Originally Posted by PennyPA View Post
Inspirations are pretty plentiful, plus you can combine inspirations to make more. That is a lot of picks for powers to be useful.
Why take a healing power when you can just use greens? Why take defensive powers when you can just use purples? etc, etc.

Power Pools have to walk a fine line--somewhat useful (even if only marginally) on almost any type of build without being too powerful.

Quote:
Originally Posted by PennyPA View Post
The medicine pool powers are interuptable. That would not be the best if someone is about to die and you keep getting interupted. Plus what happens if someone hits a green inspiration. You end up still taking 50% damage? Now you could die. Again, a lot to give up here.
It's an emergency power, and could be vastly useful when used on the right characters.

Your tanks about to die? Fully heal them! Even if they lose half health they'll have hundreds of HP left.

Brutes, too.

Blaster about to die? Give it to him so he can start runnin.

Or, alternatively, if this is a self-heal/hurt, use it so you can have a buffer of health when you have to flee.

Quote:
Originally Posted by PennyPA View Post
Sticking with Bill about people complaining about SB. Now they would have something, now for 2 minutes.
Oh, please. People will find a reason to whine about anything. You don't see a mass of people complaining about Accelerated Metabolism, do you?

Quote:
Originally Posted by PennyPA View Post
But it would be a pool power, just how much debuffing would it be to be effective? A lot to give up for this selection for a small return.
Well, you've got pool powers adding taunt and fear, why not a -tohit?

Your right, it shouldn't be too effective, but I don't think it'd be a 'small' return. Maybe make it an AoE.

Quote:
Originally Posted by PennyPA View Post
The travel powers seem pretty balanced for what they do. With all the ways to increase defense, not seeing how they would help. All comes back to the return for taking these powers. If you provided numbers, it would help comparing if they are balanced since a couple were mentioned as auto's.
If I had my way, the numbers would be equal to the defensive bonus of Combat Jumping/Hover--about 2.5% to all defenses. Which would be a combined 5% if used in conjunction with Hover/CJ, which is not insubstantial.

After all, people pay millions of inf to get 2.5% defense in just a few areas.

Quote:
Originally Posted by PennyPA View Post
Combat TP sounds fun, but if the hover/animation is the same, could be very annoying. Plus some powers require to be on the ground, so that would be a few seconds where it could be further annoying.
The lack of hover/faster animation would be the point, it's for quick combat repositioning (and maybe retreat--which a steep end cost would help prevent abuse of in PvP, too)

[/Quote]Not sure where else they would fit if not Tier 4's, since missing a few numbers on some.[/QUOTE]

They'll go where they fit, I suppose. The Mastery's should be Tier 4, though.


 

Posted

Fun topic. Not sure why everyone's butthurt. fifth power to the pools is a good idea considering we're getting free-stamina soon, thus the majority of us will have 3 more slots to fill. While I don't like all of these powers, I like the feel of them.

Once again Bill is being very rude when he could simply say 'no, and heres why:'

All mine unlock at 30 with 3 powers chosen from the pool:

Stealth: Placate. Same as Stalkers although with a higher endurance cost and high recharge.

Fighting: Quivering Palm. Low Damage stun attack. Mag 3 for x seconds.

Flight: Bombardment. Strike an enemy causing AoE damage. High Smash damage. grounds flying targets.

Medicine: Stimpack. Boost an ally's damage, damage resistance and recharge by X% for y seconds. At the end your ally loses 10% of their endurance.

Leadership: Synergy. Very High endurance toggle that boosts all nearby ally's recharge by X%. Very High as in: over 1.5 before endurance reductions.

Presence: Poker Face. Toggle. Masks your feelings towards your enemies. Gives 1.0 mag protection against Holds, Immobs and Stuns.

Speed: Double Time. Instantly allow the use of a single power regardless of recharge (certain powers would be exempt of course.) That power costs twice the endurance and has it's recharge doubled after use.

Super Jump: Slam. Slam the ground causing a large AoE Knockdown and Stun. Long Cooldown and endurance cost.

Teleport: Spacial Tether. Instantly teleport to your target, who's within the same zone. Moderate Recharge. Accuracy counts towards enemies, based off of Ranged and Psionic Defense.


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Posted

Quote:
Originally Posted by BBQ_Pork View Post
In general, I'm in favor of "deeping the pools", even if I'm not terribly enthused with some of your particular suggestions.
I pretty much agree with BBQ on this.

/signed


 

Posted

Quote:
Originally Posted by Vel_Overload View Post
Fun topic. Not sure why everyone's butthurt.
Sorry to disagree with you. I've read every post and the only person acting defensive and, what was the word you used . . . ah yes "butthurt" is you.

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Once again Bill is being very rude when he could simply say 'no, and heres why:'
I don't know where you are getting that from. Bill said nothing rude or offensive. It sounds like you are angry at Bill for something he may have said in another thread. If that is so, please keep your drama to that thread where it belongs. Don't come in here and try to stir up trouble for the OP and derail his thread.


 

Posted

Quote:
Originally Posted by Vel_Overload View Post
Fun topic. Not sure why everyone's butthurt. fifth power to the pools is a good idea considering we're getting free-stamina soon, thus the majority of us will have 3 more slots to fill. While I don't like all of these powers, I like the feel of them.

Once again Bill is being very rude when he could simply say 'no, and heres why:'

All mine unlock at 30 with 3 powers chosen from the pool:

Stealth: Placate. Same as Stalkers although with a higher endurance cost and high recharge.

Fighting: Quivering Palm. Low Damage stun attack. Mag 3 for x seconds.

Flight: Bombardment. Strike an enemy causing AoE damage. High Smash damage. grounds flying targets.

Medicine: Stimpack. Boost an ally's damage, damage resistance and recharge by X% for y seconds. At the end your ally loses 10% of their endurance.

Leadership: Synergy. Very High endurance toggle that boosts all nearby ally's recharge by X%. Very High as in: over 1.5 before endurance reductions.

Presence: Poker Face. Toggle. Masks your feelings towards your enemies. Gives 1.0 mag protection against Holds, Immobs and Stuns.

Speed: Double Time. Instantly allow the use of a single power regardless of recharge (certain powers would be exempt of course.) That power costs twice the endurance and has it's recharge doubled after use.

Super Jump: Slam. Slam the ground causing a large AoE Knockdown and Stun. Long Cooldown and endurance cost.

Teleport: Spacial Tether. Instantly teleport to your target, who's within the same zone. Moderate Recharge. Accuracy counts towards enemies, based off of Ranged and Psionic Defense.
I think I like these more than the OPs in most instances. Love the sound of the speed pool, however it sounds like a coding nightmare. Would also rather see a quick use combat teleport power than your last one.

Maybe for the 'con' of combat teleport is a recharge time. Make it so you can't use it to pop in and then out of a fight.


 

Posted

Most of the OP's ideas sound pretty good or neutral enough, aside from the -Health aspect (I take it he means delayed damage?).

Combat Teleport would be especially useful on a Stone or as a way to get out of annoying slow-patches.


 

Posted

Quote:
Originally Posted by Vel_Overload View Post
Fun topic. Not sure why everyone's butthurt. fifth power to the pools is a good idea considering we're getting free-stamina soon, thus the majority of us will have 3 more slots to fill. While I don't like all of these powers, I like the feel of them.

Once again Bill is being very rude when he could simply say 'no, and heres why:'
I didn't think any of the posts were that bad or Bill being very rude. Eh...

Anyhow, I actually like your ideas better for additions to the power pools also and that they have higher requirements to unlock. For the TP one, is that like a way point? So if we are in a zone and click on our map to the mission marker for example, we could TP to it? (Assuming balanced on end/rech/etc.)


 

Posted

Quote:
Originally Posted by Vel_Overload View Post
Stealth: Placate. Same as Stalkers although with a higher endurance cost and high recharge.
Why give concealment placate? I get the reasoning, but it would only be useful to Stalkers, power pools are supposed to be generally useful.

Quote:
Originally Posted by Vel_Overload View Post
Fighting: Quivering Palm. Low Damage stun attack. Mag 3 for x seconds.
Don't know about a hold/stun, that may be a little bit too powerful unless it's like the origin power Taser's hold or something.

Quote:
Originally Posted by Vel_Overload View Post
Flight: Bombardment. Strike an enemy causing AoE damage. High Smash damage. grounds flying targets.
Possible, but I don't think any other power pool is an AoE.

Quote:
Originally Posted by Vel_Overload View Post
Medicine: Stimpack. Boost an ally's damage, damage resistance and recharge by X% for y seconds. At the end your ally loses 10% of their endurance.
Possible, but it can't be too much, and should probably be more like -15-20% endurance.

Quote:
Originally Posted by Vel_Overload View Post
Leadership: Synergy. Very High endurance toggle that boosts all nearby ally's recharge by X%. Very High as in: over 1.5 before endurance reductions.
Still think a power like this needs a downside as a pool power different than just high end--Hasten has a minor crash, even.

Quote:
Originally Posted by Vel_Overload View Post
Presence: Poker Face. Toggle. Masks your feelings towards your enemies. Gives 1.0 mag protection against Holds, Immobs and Stuns.
Could be alright.

Quote:
Originally Posted by Vel_Overload View Post
Speed: Double Time. Instantly allow the use of a single power regardless of recharge (certain powers would be exempt of course.) That power costs twice the endurance and has it's recharge doubled after use.
Difficult to code and likely unbalanced... wouldn't work.

Quote:
Originally Posted by Vel_Overload View Post
Super Jump: Slam. Slam the ground causing a large AoE Knockdown and Stun. Long Cooldown and endurance cost.
Possible, again, would be the first AoE attack in the power pool, too.

Quote:
Originally Posted by Vel_Overload View Post
Teleport: Spacial Tether. Instantly teleport to your target, who's within the same zone. Moderate Recharge. Accuracy counts towards enemies, based off of Ranged and Psionic Defense.
I still think it should be relatively short ranged, but being able to TP to your target would be really useful. It could be like the Sorcerer's teleport from the Tsoo--TP without visual contact.