Should Travel Powers be Inherent?
You've not explained why SS+CJ is a good system. The only reason people would largely take that is because of PVP, but who PVPs these days - and since I13 wasn't that changed slightly anyhow?
As for the rest you've confused me. Is the Pool Power system outdated or is it fine? It seems strange that it could be both. |
The Pool Power System is outdated and would need more options if anything like you are suggesting would be implemented into the game, however with that said it is fine as it is (its not broken in any way, its not inhibiting any play styles, and its not in a postion where temp powers or new systems like incarnates have reduced the effectiveness of them, they just lack options) and I would rather the developers spend their time fixing numerous bugs in game, and releasing more tfs, incarnate content, and power sets.
SS is the fastest travel power (the difference between 92 mph and 82 mph is big, let alone moving even slower by not taking SS), and CJ gives much needed maneuverability. This isn't just limited to PvP and if you don't know this you really aren't standing in a good position to be talking about how travel powers are redundant and might as well be inherent because of inferior (with the exception of raptor packs which are more than enough for any time you need to get more vertical) temp powers available
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Also I'm already hurting for slots, I really don't want more things to become inherent just so I can choose 1 slotted throw away powers.
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[QUOTE=theOcho;3409811]As to the REAL reason I'll be leaving, I'm afraid it is indeed because Tamaki Revolution dc'd on me during a RSF.[/QUOTE]
I never said you did. The problem is what do you do with the power it gives you. You can't slot that.
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you get one power for free that you can slot any way you like. Any power you choose to take because you've gotten a free power can be slotted however you like. It gives you more choice. You CAN slot that
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[QUOTE=theOcho;3409811]As to the REAL reason I'll be leaving, I'm afraid it is indeed because Tamaki Revolution dc'd on me during a RSF.[/QUOTE]
Personally, I think Ninja Run, Beast Run, and the Rocket Board should have required a power pick, and been slottable. And the Rocket Board shouldn't have been released until they had tech to keep passives and toggles on while riding it.
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SS is the fastest travel power (the difference between 92 mph and 82 mph is big
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Travel powers are pretty low priority on many characters I make. I'd be ok with them as inherents, but I'd rather the devs made the powers more desirable rather than giving them away.
<:[ shark goes nom nom nom ]:>
[QUOTE=theOcho;3409811]As to the REAL reason I'll be leaving, I'm afraid it is indeed because Tamaki Revolution dc'd on me during a RSF.[/QUOTE]
Amazingly Brilliant Suggestion:
Merge all the travel powers into one power pool called "The Travel Power Pool"
Tier One consists of: Fly, Super Speed, Super Leap and Teleport.
Tier Two consists of: Everything else. Yes even the current top tiers.
Rules: Tier Two is unlocked by have one power from Tier One. Thats it. So you get a travel power at level 4 and then have access to Hover or Combat Jump or Afterburner etc etc.
The major advantage I see of doing this would be that you could add new modes of transport without having to create a new complete power pool. So it would be easier to add something like Beast Run into the mix.
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Jagged Reged: 23/01/04
To first answer the OP: I am indifferent. I have characters that, for conceptual reasons, have not taken a travel pool and just use some of the inherent powers (Rocket Board, etc.). Having an inherent travel power on those characters would neither help, nor hurt them, and would probably be a boon to my characters who do take travel powers. So in that respect, I would not mind if something like this was implemented.
That said, I think customization would go a long way toward increasing travel power value. Sure, the min/max community would continue using SS + SJ/CJ, but the rest of us would really appreciate it. Different effects for Super Speed, Teleport, and Fly could really flesh out some concepts (not sure what they would do for Super Jump).
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[QUOTE=theOcho;3409811]As to the REAL reason I'll be leaving, I'm afraid it is indeed because Tamaki Revolution dc'd on me during a RSF.[/QUOTE]
I don't own any of the paid temp travel powers. I've never liked the look of Ninja Run, I don't play beast characters, and the non-customizable Rocket Board doesn't conceptually fit any of my toons. Still, I don't feel that it's necessary to make them inherent.
Most people now, as soon as they get in Atlas/Mercy join the first Sewer Trial and can get their first travel power before that's even done. Thus making them inherent is essentially just giving us an extra power pick.
What I'd rather see is an overhaul of the existing Travel Powers. There's several powers that are only mediocre in their use, and some that are downright useless. I was starting to type examples, but it was getting lengthy enough I'll probably post my thoughts in a different thread.
As someone who is STILL respeccing old alts into Inherent Fitness, I am going to ask that anybody advocating making pool powers into inherents again have an unassailably good reason for asking, or else be willing to respec all my alts again for me.
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Jagged Reged: 23/01/04
Dr. Todt's theme.
i make stuff...
Yeah, because SS works soooo well in tunnels. *pfft* Yeah, i don't use teleport in cramped maps except when it's useful. Like... i don't know... getting to the other side of a crowded fight to help teammates or line up cones. Or teleporting into the middle of a crowd to fire off a PBAoE or three...
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Last I heard, Air Supremacy was considered a decent power.
I don't think I could deal with travel powers going inherent. Since Inherent Fitness came about I've already been having trouble choosing powers all the way to 50. |
Also don't be so quick to dismiss Recall Foe. While not used as much as Recall friend this does come in handy for thinning out mobs that are close together before a team launches an attack. (this part is to the OP not you Tenzhi ).
I agree with you on slotting .. I have played long enough that I can skip any additional powers and just take Fly, SS, ect. So along with now getting stamina without the need to take 2 other powers I never slot I have 3 power choices I never got to take until after level 20. Many of my characters don't see triple damage slots, or whatever until the 30s now because I get powers quicker but because I have so many I want to make better I can max anything out before then. I have actually taken to grabbing things like hasten (one recharge reduction and done) and Recall Friend (again one recharge) so I can use a few slots here and there to improve my primary and secondary attacks faster.
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Amazingly Brilliant Suggestion:
Merge all the travel powers into one power pool called "The Travel Power Pool" Tier One consists of: Fly, Super Speed, Super Leap and Teleport. Tier Two consists of: Everything else. Yes even the current top tiers. Rules: Tier Two is unlocked by have one power from Tier One. Thats it. So you get a travel power at level 4 and then have access to Hover or Combat Jump or Afterburner etc etc. The major advantage I see of doing this would be that you could add new modes of transport without having to create a new complete power pool. So it would be easier to add something like Beast Run into the mix. |
You stull have to take a pool, but you dont have to take MULTIPLE pools, so you can take another one, that you might have always been able to fit in if they did this OR just fit in another power, if you didn't want the Preq.
They could even make it so you have to have 2 Powers before the new powers Tier 1 (Fly/SS/SJ/TP), Tier 2 (everything else), then Tier 3 (the new powers) and I really wouldn't mind at all.
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Amazingly Brilliant Suggestion:
Merge all the travel powers into one power pool called "The Travel Power Pool" Tier One consists of: Fly, Super Speed, Super Leap and Teleport. Tier Two consists of: Everything else. Yes even the current top tiers. Rules: Tier Two is unlocked by have one power from Tier One. Thats it. So you get a travel power at level 4 and then have access to Hover or Combat Jump or Afterburner etc etc. The major advantage I see of doing this would be that you could add new modes of transport without having to create a new complete power pool. So it would be easier to add something like Beast Run into the mix. |
I always take combat jumping and sometimes take hasten but I never take a travel power. That change would severely screw up most of my builds. You would have to leave the current tier 1s in tier 1, leave the travel powers in tier 2, and have everything else be tier 3.
I think giving characters all four travel powers as inherent powers would be a bad idea for the same reason that Sprints do not accept universal travel power enhancements. The benefits of "free" slots for the global IOs there are a bit to good.
I agree with you on slotting .. I have played long enough that I can skip any additional powers and just take Fly, SS, ect. So along with now getting stamina without the need to take 2 other powers I never slot I have 3 power choices I never got to take until after level 20. Many of my characters don't see triple damage slots, or whatever until the 30s now because I get powers quicker but because I have so many I want to make better I can max anything out before then. I have actually taken to grabbing things like hasten (one recharge reduction and done) and Recall Friend (again one recharge) so I can use a few slots here and there to improve my primary and secondary attacks faster.
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1) Make ONE travel power Inherent upon character creation. So, you can pick one of the existing four at creation. This will be greyed out as a taken power when you later go to the Power Pool tables. If you want MORE than that one travel power then you have to spend a slot on it as normal. In any case, the inherent power chosen will count as credit towards later pool powers that require "credit" to choose.
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Honestly, I doubt we'll ever see something like that. I do agree that it would be nice to have wider options in pool powers and the introduction of some non-generic ones but it's the sort of thing that ends up being a game balance nightmare (for the same reason that pure free-form powers are problematic). The compromise solution I would like to see is adding even more variety to Epic pools with things like a Dual Pistols epic pool for melee characters
People still take travel powers?
/boggle
I have always be a proponent of choosing your movement power at character creation but I think the time for that has past
I also think that City of Heroes has its travel power progression bassackwards! You should get your basic movement power as your first pick, and combat versions or party tricks second. But then that's practically what we've got now.
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Jagged Reged: 23/01/04