Stealth Nerf to Inner Inspiration
Here's my guess on what happened here.
Up to a week ago I was insta-buying full stacks of medium yellow, red and purple insps for 100 inf each. Since I-22 the prices have gone up to a thousand or two per insp. I'd been chalking it up to new-issue activity bursts, but reading this thread, I'm seeing things differently.
I think they found out that such high availability and low cost for the in-game insps was causing folks to ignore the dual and team insps they have on the market. I mean, for reliable prices like 100 inf per medium insp, why even bother opening the market UI to look it up? No matter what the price is, paragon points are still real-world cash, whereas inf is risk-free.
Sure, the in-game insps are still low in price, but they're not *ridiculously* low anymore, so maybe a few more people are considering the market insps again. Because regardless of how well or poorly the market insps are selling, they can't just go and let another option render them *completely* invalid. Not when they can fix it quickly and easily.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
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Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Sure, the in-game insps are still low in price, but they're not *ridiculously* low anymore, so maybe a few more people are considering the market insps again. Because regardless of how well or poorly the market insps are selling, they can't just go and let another option render them *completely* invalid. Not when they can fix it quickly and easily.
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Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
I just checked with the last hero (brute, Triumph) I played last night. Logged in and the power was fully recharged but dimmed. When clicked it didn't give the usual sound cue to indicate it wasn't fully recharged, either. Between 15-18 minutes later it became active.
I just used the power at 11:56am here in DC. I'll check back late this afternoon and see if it has recharged or not.
@Glass Goblin - Writer, brainstormer, storyteller, hero
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We can beat them, just for one day
We can be heroes, just for one day
When a power is brokenly good, I think most people recognize it, even if all don't state it openly. When such a power subsequently changes, such people likely think of it exactly in the terms you're mentioning. I'm not seeing many people in this thread think this power was brokenly good. I find it hard to believe there was such a standard intended "from the start".
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To be honest, I was pretty surprised when I saw that it spit out large inspirations. I expected mediums at best. I wouldn't say it was game-breakingly good, but it did seem too good to be true for sure. On the other hand, the nerf isn't game-breaking either. We all did just fine without the power, it still provides a benefit, just not the instant you log in if you logged out right after using it before.
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/nod
I'd pretty much file this under "Slightly disappointing," if anything. Honestly, the way most teams seem to go, by the time everything gets organized and you hit that first mission, it's going to be recharged.
Solo's another story, of course... just don't use the mission teleporter. >.>
I do understand complaints about it not being documented, however.
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I just used the power at 11:56am here in DC. I'll check back late this afternoon and see if it has recharged or not.
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So from here it looks like it now recharges in 30 minutes of game time, not real time. Not the end of the world, just a little annoying.
@Glass Goblin - Writer, brainstormer, storyteller, hero
Though nothing will drive them away
We can beat them, just for one day
We can be heroes, just for one day
The question we need to keep in mind is 'what is this changed mechanic intended to be used for later?' I don't think Inner Inspiration in itself is enough to devote developer time into creating an entirely new recharge mechanic. No other power acts this way... yet. What will in the future?
If this was incarnate powers would it only be 'mildly disappointing'? I don't think so.
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The question we need to keep in mind is 'what is this changed mechanic intended to be used for later?' I don't think Inner Inspiration in itself is enough to devote developer time into creating an entirely new recharge mechanic. No other power acts this way... yet. What will in the future?
If this was incarnate powers would it only be 'mildly disappointing'? I don't think so. |
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OK, then if that's the case, I've misunderstood. It sounded like one use was preventing the use on other characters (or causing a "dead time" to show up on others.) That's what I was testing for.
That said - logged back on to the first character I mentioned (and it's obviously been a few hours) and no, it's not recharged. Grey and looking full size, yes. In which case - I'd have to agree, that's a bad change, IMHO. I don't mind if it's within that 30 minutes, but past that (and it's been nearly 3 hours, going by the time on that last post) it's a bit excessive.