Crab Backpack?


Adeon Hawkwood

 

Posted

How come my Bane spider has the crab backpack yet has not crab powers in his build? It is really annoying having all those arms for no reason.


 

Posted

Do you have Crab Powers in your second build?


 

Posted

Yeah, once you go Crab, you never go back. :/

I'm pretty sure if you ever take crab powers for any reason you're stuck with the backpack in any build. I don't think a full respec even gets rid of them, which is... pretty dumb.


 

Posted

Yes ANY build with ANY Crab power means you have the Backpack on all builds.

The reason (as far as I understand it) is that Costume slots are not linked to Builds.
Let me explain:
Build A = Crab
Build B = Bane

If you had a costume selected that did not have the backpack (ie your Bane Costume) but then changed to Build A all your Crab attacks would fire from nowhere.

If they did implement it so the costume changes based on your Builds power selection you would have to link or lock a Costume Slot to a build (or multiple) something like:
Costume Slot A = Build 1
Costume Slot B = Build 2
Costume Slot C = Build 1, 2, 3
Costume Slot D = Build 1, 3

I dont even know if this would be possible?

Even then it would allow a build change at any location based on your Costume change and currently you can only change builds at the Trainers.
Unless they still locked Build changes at the Trainers and enforced a Costume change if you current costume is not linked with that Build.


 

Posted

I've always kind of liked the fact you can't casually get rid of something fused to your central nervous system until none of your abilities rely on its presence. Remember, in canon your other builds are still the current you ... you're just focusing on different aspects of your potential.


Weight training: Because you'll never hear someone lament "If only I were weaker, I could have saved them."

 

Posted

Quote:
Originally Posted by TheBruteSquad View Post
I've always kind of liked the fact you can't casually get rid of something fused to your central nervous system until none of your abilities rely on its presence. Remember, in canon your other builds are still the current you ... you're just focusing on different aspects of your potential.
Which is a silly justification, since I can use a costume change to go from a tiny girl with robot legs to a massive werewolf to an average-sized zombie with all of my flesh rotting off.

ETA: Oh, and since there exists in-game technology to BRING YOU BACK TO LIFE AFTER AN EXPLOSION, I really don't think removing a surgically-installed backpack has any lore-based reason to be irreversible.


Ice/Ice Blaster. Dedication to concept is an ugly thing.
Claws/WP Brute. Sex without the angst.
Every CoX character lies somewhere on this spectrum.

 

Posted

Quote:
Originally Posted by Tramontane View Post
Which is a silly justification, since I can use a costume change to go from a tiny girl with robot legs to a massive werewolf to an average-sized zombie with all of my flesh rotting off.

ETA: Oh, and since there exists in-game technology to BRING YOU BACK TO LIFE AFTER AN EXPLOSION, I really don't think removing a surgically-installed backpack has any lore-based reason to be irreversible.

Do you really think that's the real reason? costume slots aren't tied to powers. See this guys post

Quote:
Originally Posted by cybermitheral View Post
Yes ANY build with ANY Crab power means you have the Backpack on all builds.

The reason (as far as I understand it) is that Costume slots are not linked to Builds.
Let me explain:
Build A = Crab
Build B = Bane

If you had a costume selected that did not have the backpack (ie your Bane Costume) but then changed to Build A all your Crab attacks would fire from nowhere.

If they did implement it so the costume changes based on your Builds power selection you would have to link or lock a Costume Slot to a build (or multiple) something like:
Costume Slot A = Build 1
Costume Slot B = Build 2
Costume Slot C = Build 1, 2, 3
Costume Slot D = Build 1, 3

I dont even know if this would be possible?

Even then it would allow a build change at any location based on your Costume change and currently you can only change builds at the Trainers.
Unless they still locked Build changes at the Trainers and enforced a Costume change if you current costume is not linked with that Build.


 

Posted

Quote:
Originally Posted by Lucky666 View Post
Do you really think that's the real reason? costume slots aren't tied to powers. See this guys post
No, I don't think that's the real reason, but I keep hearing it as an excuse not to do the work necessary to change it.

IE what the guy I was responding to just said.

Don't snark at me because the point somebody ELSE made was invalid and I responded to it.


Ice/Ice Blaster. Dedication to concept is an ugly thing.
Claws/WP Brute. Sex without the angst.
Every CoX character lies somewhere on this spectrum.

 

Posted

Quote:
Originally Posted by Tramontane View Post
No, I don't think that's the real reason, but I keep hearing it as an excuse not to do the work necessary to change it.

IE what the guy I was responding to just said.

Don't snark at me because the point somebody ELSE made was invalid and I responded to it.

No snark intended dude you just shouldn't take how a particular individual role plays why the crab backpack can't be removed as the real reason to why it actually can't be removed. That is player justification(excuse) not Developer justification don't take it to heart is all


 

Posted

Quote:
Originally Posted by Barbie_Ink View Post
I don't think a full respec even gets rid of them, which is... pretty dumb.
A full respec removing all crab powers from every build does remove the backpack.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

Posted

Ah, thanks, EG. I made two entirely different SoAs so I could play with a crab build and not worry about it, so it never came up for me.