How to make crafted Temps more fun
It's running out mid-mission, and the fear of it that stops me from using them as much as I'd like to.
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I have too many of these recipies anyway so if they were going to allow us to recraft without the recipie then they have to reduce the drop rate to 10% or so.
Not really fussed either way. Don't see a need for it personally.
I don't get this attitude... you don't want to run out half way through a mission... so you don't use it. So you may as well not have it anyway.
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Totally not what this suggestion is about.
What shall claim a Sky Kings' Ransom?
PPD & Resistance Epic Archetypes
I'd like to see Craftable temporary powers improved too, especially for one character who uses only temporary powers as his means of self-defence. Considering they're uncommon editions to someone's recipe list I'd want them to at least reach around about power-pool strength effects. I mean a baseball bat does more damage than a revolver? Pssh...!
Temp powers can give heroes and villains abilities that would otherwise be impossible to take. Does Batman go into a villain's hideout without his gadgets when gameplay wise he'd most likely be a Martial-Arts/Super-Reflex character?
People ignore temp powers much like they ignore powers like Brawl and the origin-permatemps. But when they're sucking on air after using all their end-expensive powers or can't reach that out-of-the-way Longbow flier, I'm the one laughing in the end.
A suggestion to empower some or all of the craftable temporary powers? I'd have to say /signed

Home server: Victory
Characters on: Victory & Virtue
My first 50(0)! 18/11/11
@Oneirohero
C: Let us craft temporary powers we already own. The new supply of uses gets added to the ones in the power we own, up to the maximum. This way, whenever I'm in the yellow, I can just nip off to the Uni for a quick craft-up to replenish my, say, Envenomed Daggers, and never have to worry about running out mid-mission, or wasting uses by deleting and recrafting.
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On your second point, I'd be fine with some indicator on charges left too.
They should make temp powers last until you log off.... or for X Number of missions so you can recraft afterwards and not worry about running out mid mission??
Consciousness: that annoying time between naps.
get the field crafter badge. that way you have the table to use mid mission if you run out. i drop anywhere from 3-7 temps per mission most times. on teams it makes for a fun mini game of hot potatoe. we pass it around until we exit the mission. last person with it keeps it.
Just on a lark, I emailed some influence, salvage and many temp powers to a lowbie in Praetoria. AWESOMENESS. He's now got Med Pack and the endurance boost and PPD summon and several attacks. It's making playing the lowbie so much more fun.
I'd love to be able to recharge the temp powers I already own, but the way it works now is okay for me.
Never argue with stupid people. They drag you down to their level and beat you with experience.
@vanda1 and @nakoa2
get the field crafter badge. that way you have the table to use mid mission if you run out. i drop anywhere from 3-7 temps per mission most times. on teams it makes for a fun mini game of hot potatoe. we pass it around until we exit the mission. last person with it keeps it.
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It is doable, but it is not efficient.
What shall claim a Sky Kings' Ransom?
PPD & Resistance Epic Archetypes
C: Let us craft temporary powers we already own. The new supply of uses gets added to the ones in the power we own, up to the maximum. This way, whenever I'm in the yellow, I can just nip off to the Uni for a quick craft-up to replenish my, say, Envenomed Daggers, and never have to worry about running out mid-mission, or wasting uses by deleting and recrafting.
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B: Add a simple display of uses remaining when you right click on a power's icon on your tray. Not in the info box. In the right click box. Color-code it. White for more than half maximum uses, yellow for less than half, red for last use or less than 10% left, whichever is higher.
C: Let us craft temporary powers we already own. The new supply of uses gets added to the ones in the power we own, up to the maximum. This way, whenever I'm in the yellow, I can just nip off to the Uni for a quick craft-up to replenish my, say, Envenomed Daggers, and never have to worry about running out mid-mission, or wasting uses by deleting and recrafting. |
I love temp powers. I think we need more craftable versions of mission gained temp powers, though. I have a flamethrower on one character and it has only one use left. I don't want to lose the ability to just pull out a flamethrower for the sake of how funny it is for that character... but I love using it in battle. Need more, please! More flamethrower, more everything else too.
MOAR!!
And better, too.
Only tangentally related to this topic. But let us craft the Chain Gun from the last Praetorian Loyalist Resopncibility Arc in Imperial City!
Support the Utility Belt power pool!
Tier 1 "Gadget Mastery": A passive +ToHit buff (like 3.5%) and resistance to ToHit debuffs. This is a passive that is there to help the use of temp powers a bit.
Tier 2 "Emergency Pack": Long rech click that mitigates the use of an inspiration use. So you click this power, then you can pop an inspiration but keep it in your tray! This power cannot be used if you have no inspirations.
Tier 3 "Utility Belt Storage": Select up to 3 temp powers that will become permanent powers in your tray. Careful, using 1 of your stored powers causes them all to recharge (they also share the same recharge time).
Tier 4 "Reconfigure Belt": Very Long recharge click that deletes a power from your utility belt slot. It also mitigates the use of any temp power that uses charges. A power deleted is completely destroyed and can only be used again if reobtained. Without this power, any stored powers in your belt are permanent until you respec. This opens up your options a bit.
I came up with this pool before craftable temp powers were introduced so it was mainly for powers picked up during missions. Each power is designed to be used with the other powers within the set but still usable by itself.

I love crafted temp powers. Can't get enough of them.
But, sadly, I don't use them nearly as much as I'd like to. Why? For all their fun, there's one very un-fun thing. It's not having to pay. It's not having to craft.
It's running out mid-mission, and the fear of it that stops me from using them as much as I'd like to.
So, what do I propose? Three things.
A: Double the max number of uses of all craftable temps. This isn't even that necessary, but you'll see why I want it.
B: Add a simple display of uses remaining when you right click on a power's icon on your tray. Not in the info box. In the right click box. Color-code it. White for more than half maximum uses, yellow for less than half, red for last use or less than 10% left, whichever is higher.
C: Let us craft temporary powers we already own. The new supply of uses gets added to the ones in the power we own, up to the maximum. This way, whenever I'm in the yellow, I can just nip off to the Uni for a quick craft-up to replenish my, say, Envenomed Daggers, and never have to worry about running out mid-mission, or wasting uses by deleting and recrafting.
Now doesn't that sound fun?
(and yes, I do realize that'd be code work, alas)
[edit]Now that I double-check, the information is already there for B:. Well, it's a matter of changing it from "30 uses left" to "30/60 uses left"
What shall claim a Sky Kings' Ransom?
PPD & Resistance Epic Archetypes