New Character starting out pack
First, not to be a grammar nazi, but people are more likely to respond positively to a suggestion if they don't have to translate. It sounds like you're suggesting they add a service to the market that gives a sample selection of enhancement's to newly created character, as well as a few multi-bonus enhancements, that would last until level 10.
I don't have a problem with that, though 40 points might be a bit low if it's account wide. The only thing is that at low levels enhancements aren't necessary and at higher levels you can afford all the enhancements you need. On top of that, most veteran players (the ones most likely to pay) rush through the first 20 levels or so in DFB or farms, so they would be unlikely to want this service for levels they see very little of anyways. That said, if they don't need to create new content/code for this aside from adding it to the market, I don't see a major reason why they shouldn't. I just don't see a reason why they should either.
Pssh...lolDFB. I ran it once. I hated it. in spite of this minor disagreement, on the whole, I have to agree with Grendar. Most people usually breeze past the lower levels.
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I already get a bundle of 5 Dam/Rech/proc enhancements on every new character I roll. You have to have preordered Going Rogue from a specific vendor, or have a certain reward level to get them, but something like what you're asking for already exists.
In case you're unfamiliar with them, each enhancement grants Damage and Recharge enhancement equal to an even level DO (16.7% to each) and has either a damage proc (One each of Psi, Smashing, Lethal and Energy) or a Knockdown proc. All the procs have a 10% chance to trigger and last until level 20. Once you train to 21, the procs stop functioning, but the enhancement values remain. At level 22, you can use SOs, which are far better, so you might as well replace these at that level anyways.
And as has already been mentioned, the low levels do go by fairly quickly, especially if you team a lot, so you don't really need more than these - And these enhancements are more of a bonus than a necessity.
@Roderick
I applaud you for trying to think outside of the box but I have to agree with the others. Those first levels go so fast there's little point.
Heck, I don't even slot anything until level 12-14 most of the time, and even then those are almost entirely accs and ends.
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I already get a bundle of 5 Dam/Rech/proc enhancements on every new character I roll. You have to have preordered Going Rogue from a specific vendor, or have a certain reward level to get them, but something like what you're asking for already exists.
In case you're unfamiliar with them, each enhancement grants Damage and Recharge enhancement equal to an even level DO (16.7% to each) and has either a damage proc (One each of Psi, Smashing, Lethal and Energy) or a Knockdown proc. All the procs have a 10% chance to trigger and last until level 20. Once you train to 21, the procs stop functioning, but the enhancement values remain. At level 22, you can use SOs, which are far better, so you might as well replace these at that level anyways. And as has already been mentioned, the low levels do go by fairly quickly, especially if you team a lot, so you don't really need more than these - And these enhancements are more of a bonus than a necessity. |
The set is a Tier 7 reward and you need at least 21 reward token before you can unlock them.
Non subscribers get a free reward token for every 1200 Paragon Points they buy.
Once the reward is unlocked you will get that set automatically every time you create a new character.
I get those enhancements on new characters, and I always discard them as part of the setting up process. They're so weak, and the early levels go by so fast (even without farming DFB or anything else), that I really don't care.
In practical terms, Training Origin enhancements aren't training for your character(s) as much as training the player how to use enhancements. Once the player figures out how those work, and how little bonus TOs actually provide, they're just vendor trash.
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Gee I only made a suggestion. No need to cram it down my throat that my grammar sucks!
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I get those enhancements on new characters, and I always discard them as part of the setting up process. They're so weak, and the early levels go by so fast (even without farming DFB or anything else), that I really don't care.
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But yeah, on the topic of the suggestion itself, with the Going Rogue preorder enhancements as a veteran reward and the temporary buff powers you can get from DFB I don't really see a need for offering more stuff to boost people past the early levels. And I've heard the new trial coming in I22 has a second set of similar buff powers as rewards, but don't quote me on that. If it actually does then there's even more stuff to make those low levels go by even faster.
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This would be a basic six training enhancements that are some what special they have a range of level 1-10 and about 2-4 more that are still training enhancements but are multiple types Like an accuracy with recharge and Damage all at say X % (X= 8-10%). This could be sold in the paragon store to anybody free players all the way up to VIP. Could sell for a small price of maybe 40 points. The six would be Rest, Endurance Modification, Leap, Run, Heal and a dam for punch (Could make that a combo one as well. after level 10 they start to act like normal enhancements and weaken.)
This is just a thought.
Now called Madame Shayla:
Main Characters on my main server (Victory)
Goddess of Justice Tanker Incarnate (Hero) Collen Colt Incarnate (Bane Hero), Lady Kitten (Hero) Jen Titanium Mage (Hero and one time Villain) and my first Character to level 50 Shayla Master Mind (Villain)