Originally Posted by tenzhi
if you could wait and grab super strength at a level when haymaker is available, you could skip jab/punch.
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Freedom: Travel power at level 4
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
Anyway. So about the matter of removing some power pick restrictions. I'm OK with them being applied to travel powers, I'm even OK with the supposed nullification of City Traveller vet thing.
However, I'm just wondering, since there is the addition of new travel pool powers and assuming Devs realise that when a build is made , sometimes it's difficult or at best annoying to change and they are confident in the strength of these new powers, but still not allowing any more power slots, why is the restriction still in place for non travel pool powers? At this stage in the game, what's the point? Or do the new travel pool powers accept any IO , in which case my re-arranging builds won't be an issue, if we wanna use the new powers.
Pinnacle & Virtue:
A bunch of Heroes - Alpha Team, Legion of Order.
A bunch of Villains -Black Citadel , Pinnache.
Djeannie's Costume Creator Overhaul Wishlist
Carnie Base
"Once the avalanche has started, it is too late for the pebbles to vote" -Kosh
I find the medicine pool first two power picks to be totally useless wastes of space.
If I'm going to want to heal other people I'd take an AT with a real heal so aid other is useless, same for stimulant as far as I'm concerned.
I never have slots to make aid other useful even if I wanted to use it often on others, which I don't. Usually if I feel like it I'll toss a heal/end in it and call it a day.
Aid other has enough weaknesses in it with regards to recharge and interruptibility and how many slots you need to make it a decent heal that the previous forced power choices are not needed.
Djeannie's Costume Creator Overhaul Wishlist
Carnie Base
"Once the avalanche has started, it is too late for the pebbles to vote" -Kosh
I *did* say it was functionally how it ended up working. It's not exactly a difficult concept to grasp. It's simple - just because A happens before B doesn't mean A causes B.
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That's not functionally how it works. That is how it works period. There is absolutely no possible way to take Haymaker before Jab/Punch. The game doesn't work that way outside of the AE.
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
Concept wise though: Invisible characters can make light pass through them as if they were not there. Intangible characters can make matter pass through them as if they were not there. It's not a huge leap to put them in the same pool.
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This is actually largely the case for Shield Defence - because passive powers could not force you to have your shield out, they couldn't be concept-specific to the shield, so the next best thing Castle and BABs could do was to make Shield Defence passives revolve around the physical fitness of the character, rather than any direct result of having the shield. As a result of this, every shield user is hard-coded to be extremely tough, and that's somewhat limiting in terms of concept. Unfortunately, in this case there was no way around it.
Another example, actually, is Dual Pistols. Having and using pistols in no way requires one to be acrobatic or super-fast, yet Dual Pistols -> Hail of Bullets still has effectively super reflexes level of dodging while the power is taking place. Because the set's animations are so fast and acrobatic, people sort of assume every character using dual pistols would have to be, as well. Understandably, those who want to make Wild West gunslingers or no-nonsense thugs are left disappointed as the specificity of the set writes them out of the picture.
In much the same way, lumping invisibility and intangibility together strikes me as an unpleasant decision. There are far too many concepts I can think of which want one but not the other to mention, but the reason I have so many is that invisibility and intangibility are not, practically speaking, the same thing. I'm really not sure what powers you could make around an entire intangibility pool, though I suspect at least a couple could revolve around phasing enemies for short periods of time, or possibly debuffing them.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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I *did* say it was functionally how it ended up working. It's not exactly a difficult concept to grasp. It's simple - just because A happens before B doesn't mean A causes B.
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It's not a difficult correction to grasp.
So does anyone know how many powers you'll need to get the 5th travel now? Will you need three prereqs, or just 2?
.... or is it 4?