Veteran Awards


ClawsandEffect

 

Posted

Why do Veteran Awards cost endurance? I think the bonus powers should be free of endurance because it shows your long term of serving CoH. I meant the items help a lot but my endurance goes down fast enough wit just using my regular power's. So the main question is "why do the veteran awards cost endurance"?


 

Posted

Because they're strong powers and it would be horribly unbalanced if they didn't cost anything.


 

Posted

Quote:
Originally Posted by IncredibleJD View Post
Why do Veteran Awards cost endurance?
I assume you mean the Vet attack powers with this. They are balanced the way they are because they have to be "generic" powers regardless of AT or level used. As Xzero45 implied if they made them cost little or no END they'd probably be nerfed down to do so little damage they'd be worthless. *shrugs*


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Posted

The powers are already overpowered in the low levels. I think a better question would be asking on the appropriate AT section of these boards why you have endurance issues, and working to improve that situation, than complaining about the vet powers.


Quote:
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!

 

Posted

Quote:
Originally Posted by IncredibleJD View Post
Why do Veteran Awards cost endurance? I think the bonus powers should be free of endurance because it shows your long term of serving CoH. I meant the items help a lot but my endurance goes down fast enough wit just using my regular power's. So the main question is "why do the veteran awards cost endurance"?
Because maybe the devs didn't want to give veteran players an "I win" button over those without the rewards?

In the early levels they are extremely useful, because they have a damage magnitude beyond what you can enhance your powers to, and you have so few attacks that you can spare the endurance for them. Some levels later, while they still do good damage, they must now compete with your other powers for endurance. Yet more levels later, and they are nothing more than utility; providing ranged attacks for more melee oriented characters.


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Posted

I have to agree with the majority here - there are many people who already feel that the Veteran Rewards attack powers (three of them in total for the most senior of vets) give undue advantage to veteran players. Making these powers costless would be too much I think. They shouldn't be costless, or autohit, or anythng like that. It's enough that you get the extra attacks at all and that they're as good as they are.


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Posted

Quote:
Originally Posted by IncredibleJD View Post
Why do Veteran Awards cost endurance?
Because everything else does.


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

Quote:
Originally Posted by ClawsandEffect View Post
Because everything else does.
Not brawl.

(And I kept a straight face while holding up that example)

Opressive Gloom, too - but that uses a self-dot instead.


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Posted

Quote:
Originally Posted by Rajani Isa View Post
Not brawl.

(And I kept a straight face while holding up that example)

Opressive Gloom, too - but that uses a self-dot instead.
The cliche "the exception that proves the rule" comes to mind here.

Just because you can find a couple of examples out of hundreds doesn't invalidate the general paradigm that all powers cost something to use and that cost is going to be "balanced" by the effect it causes. Vet powers are relatively costly to use because they are relatively strong for what they do.


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Posted

Quote:
Originally Posted by Rajani Isa View Post
Opressive Gloom, too - but that uses a self-dot instead.
Actually Oppressive Gloom costs 0.08 end a second as well as the self damage. For obvious reasons all self rezzes have no endurance cost.

In answer to the original question however: Balance.


 

Posted

Quote:
Originally Posted by Rajani Isa View Post
Not brawl.

(And I kept a straight face while holding up that example)

Opressive Gloom, too - but that uses a self-dot instead.
Oppressive Gloom, actually, does use endurance... 0.08/s... which actually isn't the lowest in the game (Combat Jumping uses 0.06/s).

Hide, though, also doesn't cost endurance (it did originally). It was changed because Stalkers were pissed that they sucked, and that they never got Quick Recovery.

Domination, also, doesn't use endurance... but it's really in the same category as Hide and Brawl- inherent powers to the AT (although Hide costs a power slot, it's required for every Stalker so it pretty much is, especially since it was fundamental to the original inherent, and still is a huge component of it).

Plus, there's all the passives...


The Devs might be willing to change your version of the Vet attacks to cost no endurance if they had the same damage scale as Brawl, but using the Ranged modifier instead of the Melee modifier (so about half the damage of Brawl for most of the ATs oh, and no origin-based bonus).


Quote:
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!

 

Posted

Quote:
Originally Posted by Kitsune Knight View Post
The powers are already overpowered in the low levels. I think a better question would be asking on the appropriate AT section of these boards why you have endurance issues, and working to improve that situation, than complaining about the vet powers.
Come on, really? If you're using vet powers as part of a normal attack chain, then you will have end problems. They are hogs. Not a complaint, mind you, since that's not their purpose.


 

Posted

Quote:
Originally Posted by rsclark View Post
Come on, really? If you're using vet powers as part of a normal attack chain, then you will have end problems. They are hogs. Not a complaint, mind you, since that's not their purpose.
True, but then again, for most characters, if you're using them as part of an attack chain you probably need help anyways


Quote:
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!

 

Posted

If you don't like the fact it uses Endurance... don't use it



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Posted

Quote:
Originally Posted by rsclark View Post
If you're using vet powers as part of a normal attack chain, then you will have end problems. They are hogs. Not a complaint, mind you, since that's not their purpose.
I'd agree that lower level characters could have END problems if they are trying to use these powers continuously. But I use them often on some of my level 50 characters and they have no END problems at all. Of course they have plenty of IOs and whatnot, but it does prove the point.

Quote:
Originally Posted by Kitsune Knight View Post
True, but then again, for most characters, if you're using them as part of an attack chain you probably need help anyways
If you're a Scrapper or Brute that needs the Vet powers to make your character "work" then yes, you probably need help. But I still often use these these powers on some of my squishy level 50 characters such as my main Fire/Rad controller. If you only have a couple of serious damage-oriented attack powers then using the Blackwand or Nem Staff as a filler can always come in handy.


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Posted

Quote:
Originally Posted by Rajani Isa View Post
Not brawl.

(And I kept a straight face while holding up that example)

Opressive Gloom, too - but that uses a self-dot instead.
Oppressive Gloom uses endurance, just not very much. It's end cost is extremely low, but it's balanced by the fact that it damages you.

Other powers that use no end include: Conductive Aura in Electric Control, and the self rez in any set that has one (can't use end if you don't have any, and your end bar empties when you die)

Out of the several hundred powers in the game, there are fewer than 10 that don't cost endurance to use.


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

Quote:
Originally Posted by Lothic View Post
But I still often use these these powers on some of my squishy level 50 characters such as my main Fire/Rad controller. If you only have a couple of serious damage-oriented attack powers then using the Blackwand or Nem Staff as a filler can always come in handy.
QFT. My Ill/FF troller has only a couple of damaging attacks (Spectral Wounds and Blind). After I've bubbled up and got PA rolling, I generally try to do spot control; i.e., the boss/AV/etc. These two in and of themselves aren't enough to make an attack chain, so I will often use my Blackwand as a filler.

While not all my higher level characters use the vet attack powers, some use them enough to make them quite handy.


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Posted

Quote:
Originally Posted by Lothic View Post
If you're a Scrapper or Brute that needs the Vet powers to make your character "work" then yes, you probably need help. But I still often use these these powers on some of my squishy level 50 characters such as my main Fire/Rad controller. If you only have a couple of serious damage-oriented attack powers then using the Blackwand or Nem Staff as a filler can always come in handy.
Yeah, characters like that were why I went with 'most'. Any AT with a damage set (what'd that be, pretty much anything not a Controller or Mastermind? Although some Defenders just don't like their attacks for some reason...) should be able to form a real attack chain (at least once they get high enough, obviously at level 5 pretty much no one would have one).

A level 50 Scrapper that's regularly using Nem Staff/Blackwand in their attack chain (as a melee attack) probably has serious issues (or a very exotic build). Shadow Maul could situationally be worth it (due to the AoE nature, for a set heavily lacking in AoE... like EM/ Stalkers).


Quote:
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!

 

Posted

Quote:
Originally Posted by Kitsune Knight View Post
A level 50 Scrapper that's regularly using Nem Staff/Blackwand in their attack chain (as a melee attack) probably has serious issues (or a very exotic build). Shadow Maul could situationally be worth it (due to the AoE nature, for a set heavily lacking in AoE... like EM/ Stalkers).
Sands of Mu is great on a tank, though, since you're likely to have enemies clustered around you. All you need is some boost to accuracy/to hit since you can't slot the power. I love it for my invuln. If there's enough enemies near him to be worth it, then there's enough enemies near him to buff his odds to hit.


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