QoL Changes for Pool powers


Battlerock_X

 

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Originally Posted by Dechs Kaison View Post
Overall, I think you're going in the right direction, but there's a fine line here you have to be careful of. If anyone can replicate something in the pool powers with their primary/secondary powers, then you have to make the pool power a less powerful version. This can be done by making the endurance costs higher or the base values lower. In many cases, it was too much of both. In the case of Presence, they just made it horrendous.

This is very true. For the values granted by the powers compared against the endurance price, I find it too much take and not enough give. Tough is a great example; on armour ATs its a nive boost but one that is vastly inferior to their main sets, and yet costs up to three times as much. On non-armour types, it has nothing to stack with, and yet still a huge endurance penalty.

Too much take for not enough give.


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Originally Posted by Zwillinger View Post
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Originally Posted by Captain_Photon View Post
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Originally Posted by Socorro View Post
The biggest QoL boost for PPs I can think of (outside of customization) is getting rid of the Stupid Required Power picks. I HATE having to pick Boxing/Kick before I can get Tough. On 9 out of 10 toons it's a complete and utter waste. Come level 14 I should be able to get Fly without first having to get a Flippy Haymaker Clone (yeah I could get hover, but I'll never use it on a Melee toon - at least Air Superiority gets some use...)

The level restrictions should be enough (They're enough for our Primaries and Secondaries). Yes, this would enable us to pick other more useful powers. And what's the problem with that? There doesn't seem to be much concern in the game lately about us becoming Too Powerful.

This should apply to Epic Pools as well, IMO.
Hmn. I think that's a point that has some merit, actually. After all, what was the original deciding factor behind the Power Pool level locks AND locked picks? I understand the principle; specialise in a pool and get better at it. But what bearing does punching something have on suddenly being able to fly? Why does being able to kick and punch make you tougher? Why can you heal others but not yourself with your handy medical device?

Some of the locks make very little sense, now I think about it seven years on...


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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.
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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.

 

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Originally Posted by Megajoule View Post
It's so cute that you think Phase Shift might ever be made worth taking again. (Thanks, PvP.)
Well, it'd be nice to give it to my new DB/WP Scrapper to hunt Carnies with, but...guess that's not happening


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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.
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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.

 

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Originally Posted by Techbot Alpha View Post
Well, it'd be nice to give it to my new DB/WP Scrapper to hunt Carnies with, but...guess that's not happening
Eh... I'm fair certain their phase power is *different* than the rest and this idea won't really work.


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Originally Posted by Techbot Alpha View Post
Hmn. I think that's a point that has some merit, actually. After all, what was the original deciding factor behind the Power Pool level locks AND locked picks? I understand the principle; specialise in a pool and get better at it. But what bearing does punching something have on suddenly being able to fly? Why does being able to kick and punch make you tougher? Why can you heal others but not yourself with your handy medical device?

Some of the locks make very little sense, now I think about it seven years on...
I believe that limiting us to the standard 4 pools would keep 'cherry picking' the best powers to a minimum. Instead, we could opt for perhaps a less used, but still useful, power from our Primaries/Secondaries.

I really don't have a problem picking 'less useful' powers, provided they're somewhat useful - but I hate being forced to pick Powers I literally never use. (Well, I would use Kick on occasion, just so I could yell 'This is Sparta!!!' while doing so, but there's only so much mileage in that.)


 

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Originally Posted by Socorro View Post
(Well, I would use Kick on occasion, just so I could yell 'This is Sparta!!!' while doing so, but there's only so much mileage in that.)
Given where the kick lands, on occasion... I've used it to finish off the last HP or two dueling a friend. "Yeah. I fight dirty." *kick* *dead*

Rare the opportunity comes up, though.


 

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Originally Posted by Techbot Alpha View Post
Numbers only, I'm afraid, not customisation.

I look at the more recent power sets, and then I look at Power pools in general. Aside from the travel po- No, even that,s not true. ALL the power pools suffer from seven year old stagnation.

What I'd recommend for fixes;

Concealment
  • Stealth: Reduced endurance cost, remove movement penalty, reduced recharge speed
  • Grant Invisibility: Reduce Endurance cost
  • Invisibility: Vastly Reduce Endurance Cost, remove 'Only Effect Self' penalty, reduce recharge
  • Phase Shift: Reduced endurance cost, vastly reduce recharge, 30 second on/30 second off effect much like the PB/WS Intangible power.

Leadership
  • Maneuvers, Assault, Tactics:Reduce Endurance costs

Fighting
  • Tough, Weave: Reduce Endurance Costs

Medicine
  • Stimulant, Resuscitate: Reduce Endurance costs
  • All: Remove Interrupt

Prescence



Feck only knows how to fix this 'un...

Travel Pools
  • Hover: Reduce endurance cost
  • Acrobatics: Reduce Endurance cost
  • Group Fly: Reduce Endurance Cost
  • Team Teleport: Reduce Endurance Cost
  • Whirlwind: I have no idea...



So, there we have it. I'd love to see a bit more useability added to the Power Pools
the endurance burns are bearable, these shouldn't be equivalent to even secondary sets

at the moment, I use whirlwind as a click turn it on and off


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Flight: Select a default flying animation for fly and group fly.

Flypose1
Flypose2
Flypose3
Flypose4
Hover
Zen
Platform
Board (surfboard)

The last four would also be set for the default animation for hover.

Speed: Change running animation (energy trail vs blur)

Fighting: Change this to be more fist-level melee, giving you the option of having melee as as an additional ability.


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Originally Posted by Socorro View Post
The biggest QoL boost for PPs I can think of (outside of customization) is getting rid of the Stupid Required Power picks.
Absolutely. One of the best things about the Vet reward that allows one to grab travel powers at level 6 is that it let's you bypass the worthless required power picks. The level requirements and the fact that you're limited to 4 power pools are limitation enough.


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I always interpreted the opening power in Fighting as a "tax" power to at least give some reason why every melee character shouldn't automatically include Toughness or Weave in their build. Basically you are paying either 2 slots or 1 and a half slots to get that advantage. If we must, buff Punch and Kick (but be careful about it).


 

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If phase shift in that pool is like other phase powers than it hardly matters doing anything to its recharge since other phase powers can only be used once every 2 mins anyway due to the "no phase" debuff.


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Originally Posted by Oedipus_Tex View Post
I always interpreted the opening power in Fighting as a "tax" power to at least give some reason why every melee character shouldn't automatically include Toughness or Weave in their build. Basically you are paying either 2 slots or 1 and a half slots to get that advantage. If we must, buff Punch and Kick (but be careful about it).
Even with End Reds slotted in attacks, with many characters I find it easy enough to run out of End without the extra drain of the over-expensive Toughness and Weave toggles.


Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound

 

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Originally Posted by Lycanus View Post
the endurance burns are bearable, these shouldn't be equivalent to even secondary sets

at the moment, I use whirlwind as a click turn it on and off
I think someone would have to be seriously deluded to claim pools are anywhere *near* Secondary Sets.

That also means the endurance costs should be balanced on what they are actually delivering.


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.

 

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Originally Posted by Supernumiphone View Post
You'll probably get some resistance on this one. For one thing it's handy to suppress enemy-affecting toggles while stealthing without having to re-toggle those powers.
I used it somewhat differently on my Fire/Fire blaster all the time. Running Blazing Aura and Hot Feet I'd sneak into a crowd with Invisibility on and get myself situated. Then I'd drop the Invisibility and start spamming AoEs while the crowd starts scattering due to Hot Feet's avoid effect.

Helped greatly with survivability, because things aren't attacking while they're running away, and I had just enough time to fire off all my AoEs before it all got out of range.


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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.

 

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Originally Posted by Tenzhi View Post
Absolutely. One of the best things about the Vet reward that allows one to grab travel powers at level 6 is that it let's you bypass the worthless required power picks. The level requirements and the fact that you're limited to 4 power pools are limitation enough.
Yeah, you're right, no one ever has ANY use for Hasten, Combat Jumping, Hover or Recall Friend.

If only we didn't have to take such completely USELESS powers.


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.

 

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Originally Posted by ClawsandEffect View Post
Yeah, you're right, no one ever has ANY use for Hasten, Combat Jumping, Hover or Recall Friend.

If only we didn't have to take such completely USELESS powers.
For some Characters they are 'worthless'. My superman-homage Tanker wants to Fly. Can't Fly without picking an unlocking power. I could take Hover, but I'd never use it because it doesn't allow me to Footstomp or Hurl. So I take Air Superiority. That would be pseudo-useful as protection because I can keep foes on their backs and not attacking me... Problem is I'm tough enough I don't need that extra protection. I want more damage. Alas I struggle to get another really good attack in because I had to use a Pick on a Power I pretty much never use (ie, Worthless)

Luckily I'm a vet so I can skip the low level powers for travel pools. Still can't skip Boxing/Kick though....Grrrr


 

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Originally Posted by Tired Angel View Post
Provoke doesn't have an endurance cost, its like all Taunt powers and is endurance free to use.
Huh. I could've sworn the pool taunts cost endurance. So... what's the point of Challenge, then?


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Originally Posted by Fleeting Whisper View Post
Huh. I could've sworn the pool taunts cost endurance. So... what's the point of Challenge, then?
I've just double checked in game and there isn't one listed under the info

On a purely theoretical basis you could use Challenge to taunt a single tough target (Boss/EB/AV) away from a group while the others deal with those that remain. E.g. running a ITF with no Tank/Brute/Scrapper someone with Challenge could taunt the healing Nictus while others dealt with Rommie. For those time when a chisel may be more useful than a sledge hammer.

Also Challenge has a recharge of 3s while Provoke has 10s. It means, without any recharge slotted or bonuses, you could taunt an additional 3 foes on top of Provokes 5. A particularly tanker focused TankerMind might want that, on top of the reason above.

Like I said these are particularly specific situations but they could still happen.


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Originally Posted by Zwillinger View Post
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