Customization and "packages."
Something occurred to me that I really should mention, a kind of "crafting" system that I really, really enjoyed. It's the one that comes from Kingdom of Amalur: Reckoning, and it's easily the best combat system I've seen in any RPG I've played. It's probably not literally the best, but it has everything I want, and it actually made me quite passionate about crafting. Well, the resource-gathering side was still horrid, but baby steps are good enough for me.
How that works is each weapon or piece of armour is made up of a base item (blade for swords, vest for chest pieces, etc.) that has the base stats, then another mandatory component, then two more optional components, then a jewel. These components could be bought, but primarily they came from breaking existing weapons and armour. And when breaking weapons and armour, what came out of the forge were pieces that carries some of the attributes of that weapon, with different values depending on the quality of the piece, which in turn depended on the quality of the weapon. So, for instance, if I broke a Steel sword that had an additional fire damage component and extra life, I might get a steel blade with the same base stats or a grip that does fire damage or grip wraps that give extra health. Or, really, any combination of the above.
Why I like this system is I can take a randomly-generated item that's a package of effects, crack it open and keep the individual effects as individual salvage pieces. When I wanted to make a new item, I could assemble it using only the effects I wanted, taken from the salvage I'd gathered. This is the fine detail that got me fired up about crafting in that game - I didn't have to keep making things that other people designed, or otherwise keep making things and hoping the result would be halfway decent (curse you, Diablo 3! You ruined crafting for me!!!), I could gather enough resources and make EXACTLY what I wanted. Character customization done right... At least for me.
In City of Heroes, that might involve creating my own multi-aspect enhancements to be part of my own set that had set bonuses of my choosing. I could see there being restrictions, such as certain set bonuses only appearing at certain "tiers," like restricting defence bonuses to only six enhancements or such, or restrictions on not repeating enhancements, like not using Dam/Rech four times. I'd gladly deal with those if it gave me any semblance of control over what I slotted beyond just using other people's ready-made work. I swear - if that were the case, I'd gladly do the math, educate myself and figure it out. If it could be made how I want it, I'd be all over such a system.
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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You know Sam most of the time I agree with you but here is where we differ. I see the IO crafting system as limited but not in the sense of the word that your using.
The IO system is limited by the rules of the game which is in turn limited by the rules of the game engine. It is rather easy to memorize all these rules and keep them in mind when building an IO build, Mids makes this even easier. I like the IO system because I can learn everything their is to know about it and understand it at it's basic level (I.E. The Math).
What your asking for is to be able to mix SO's to get ACC/DAM or DAM/STUN in whatever combination you want right? Well HO's do some of that already but why don't you just use the IO's that you want to get the effects that you want and ignore the sets their from? Ignore set bonus's, if you don't want to deal with them don't. Then the only limits are what sets the power takes and if their are enough IO's available to slot it how you want it.
I would not expect any changes to the crafting system in COH though its too well liked and would be a major PITA to change.
Franken-slotting (using IO's/Set IO's and ignoring their bonus) can give some *very* powerful characters out there.
i hate to say, but i played koa, and one of the consistant criticisms was that crafting was unbalanced. I didnt craft much, but i found even basic sagecrafting to add silly levels of power. so its all well and good to enjoy that, but not for a game with any hint of balance. and I think that applies to coh too. some attributes really affect balance when combined, and those combinations probably affected heavily what actually wound up being the attributes of things like alphas, hybrids and such.
Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30
What your asking for is to be able to mix SO's to get ACC/DAM or DAM/STUN in whatever combination you want right? Well HO's do some of that already but why don't you just use the IO's that you want to get the effects that you want and ignore the sets their from? Ignore set bonus's, if you don't want to deal with them don't. Then the only limits are what sets the power takes and if their are enough IO's available to slot it how you want it.
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Moreover, this bleeds into set bonuses, as well. Like I said, League of Legends has a system which gives bonuses a lot like our set bonuses (+%hit points, +%damage, +%attack speed, etc.) with the player being limited to a number of slots that unlock with level and "runes" to put in these slots, with stronger runes unlocking with level. By the end, the game offers I think 17 of three kinds of runes and three of a fourth kind, but enforces no specific combination of them. It actually doesn't even enforce any kind of limit on it, either, so if you want 30-something +Health runes because Volibear needs health for both survivability AND damage, the game won't stop you.
Finer-grained control over player powers makes the optimization problem appear more daunting, but it can actually result in stronger builds.
i hate to say, but i played koa, and one of the consistant criticisms was that crafting was unbalanced. I didnt craft much, but i found even basic sagecrafting to add silly levels of power. so its all well and good to enjoy that, but not for a game with any hint of balance. and I think that applies to coh too. some attributes really affect balance when combined, and those combinations probably affected heavily what actually wound up being the attributes of things like alphas, hybrids and such.
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And, yes, I get that opening up City of Heroes to finer-grained customization might open up quite a few balance concerns, but I personally like being locked into the "package" of my Archetype, yet allowed full reign in how I play to that AT's strengths and shore up its weaknesses. Moreover, I wish it were easier to play to my POWERSETS' strength. Under the current system, more recharge and more hit points for melee folk are almost trivial to get since that's what the "cheap 50" Uncommon sets have. Anything else, though, and I have to improvise.
And, really, it's not like limiting Inventions did any good. People still found the set bonuses that gave them the best advantage - defence, as it turns out - and built for that by simply ignoring whatever came with it.
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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And, yes, I get that opening up City of Heroes to finer-grained customization might open up quite a few balance concerns, but I personally like being locked into the "package" of my Archetype, yet allowed full reign in how I play to that AT's strengths and shore up its weaknesses. Moreover, I wish it were easier to play to my POWERSETS' strength. Under the current system, more recharge and more hit points for melee folk are almost trivial to get since that's what the "cheap 50" Uncommon sets have. Anything else, though, and I have to improvise. |
Sam this is why we have Enhancement Diversification. COH tried what your asking for, and what did everyone do? Stack 6 slots of damage.
COH is set up so that the over application of one thing can make up for the deficit of something else. This is true for builds, its true for teams, and its true for powersets. I get what you saying about other games allowing you to build how you want, to pick and chose what bonus you get. But the way COH works it would be too easy to make your self overpowered.
Realise that if we had this it would look something like
3x Acc/Dam 2x Dam/rech 1x dam/end in every damaging power with set bonus looking like +damge + acc +to hit +rechage +recovery....
In order to even think about this sort of system you would have to rework the way damage is dealt and received. And if you wanted to do somthing out of the box like make a ranged scrapper people will laugh at you for not min maxing what your powerset can do best.
I guess I'm a bit confused on what you mean by more divirsty in builds. As things are now we can do almost everything and still be somewhat effective. It sounds to me like you just don't want to put in the time in Mids to find that build that can do what you want and then pay for it in game...
What I'm suggesting we discuss is something more universal than JUST that. I'm talking about a system that hands the player fine control over the stat boosts they pick, rather than handing players packages of stat boosts and whole, undividable units. Inventions are just one aspect. Like Hamidon enhancements, they're still limited to the small subset of "everything" that the developers have included, and they're further limited by which powers can take what sets. CAN I slot a power with Acc/End, Acc/End, Dam/End, Dam/Rech, Dam/Rech, Dam/Rech? Can I?
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*however* if you allow the full range of set IO's out there... then yes you can. It is called "franken-slotting". Sure, you will more than likely give up set bonus's
Set bonus's are a *linked* but different beast, in that you will more than likely have to take "something that you don't like" to be able to gain a bonus that is normally unobtainable (thinking global recharge here, as LOTG is limited to Defense IO slots) although specific defences/resists also come into play). They also have the limitation in that they do not work if you exemp yourself down tooooo low (and you only really suffer a minor % loss by using a level 35 IO on a level 50 character who never exemps...)
I think part of the problem itself is that powers themselves are *limited* in terms of how they are allowed to be enhanced, in that some powers cannot take "non relevant" enhancements/IO sets (thinking damage sets into Healing powers for example).
Looking in the long term, there is *nothing* to stop the developers from releasing more "combination" of IO's (ie the stun/damage IO that you say that you want)... and i would feel that developers do need to at least have *some* semblance of balancing there... ((side note: Total Focus will take Stun and Melee Damage IO sets, so if you are willing to Frankenslot, you can actually get quite effective mixing the two types, once again, you do lose a set bonus)).
Would like to point out that even in LoL there are certain marks that *do not* appear in all 3 types of rune (no Marks of Celerity, Clarity, Defense, Evasion, Regeneration, and Vigor; Seals of Celerity, Desolation or Insight; no Glyphs of Defense, Desolation, Evasion, and Regeneration). The 4th type is more limited (only allowed 3 of them, one every 10 levels).
Also, it appears to be very flexible, but that is because for a *big noticable* effect, you have to slot *heavily* (or be at least level 20 to use the T3 stuff) into a direction.. but that is similar to how CoX is as well... granted, i am not a *huge* LoL player, but having dabbled in it, i do find that certain characters are best suited towards certain runes... and playing otherwise is *very* bad... unless you know the tactics of the opponent *VERY* well.
Also LoL is a PvP game, and so it has its constant patching for abilities/new characters/runes etc etc all to balance the game....
I hated the crafting system in KoA:R, but then I can't recall ever playing a game with a crafting system I like.
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
I don't recall saying "diversity," but if I did, it was a mistake. What I want is more flexibility and finer-grained customization. I prefer to think in terms of what I want, rather than what I can get, and I prefer to pick only the things I want without "paying" for things I don't care about. Instead of getting many small benefits per large acquisition, I prefer to get fewer large benefits per acquisition so I have better control over how I build. Even if I put a lot of work into Mids' and figure out all the esoteric Inventions stuff, I'm still only going to get what I want for some characters some of the time, because a lot of it will simply drift into Inventions I can never get.
I guess I'm a bit confused on what you mean by more divirsty in builds. As things are now we can do almost everything and still be somewhat effective. It sounds to me like you just don't want to put in the time in Mids to find that build that can do what you want and then pay for it in game...
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From level 10? No, you cannot...
*however* if you allow the full range of set IO's out there... then yes you can. It is called "franken-slotting". Sure, you will more than likely give up set bonus's |
People will often tell me that "sure, you can do that" off the cuffs, only for me to go into the Market and realise the enhancement combination either doesn't exist, or is rare or purple or PvP or some such. And even then, that's an easy example of a straight damage power. As you saw, it's easy to come up with an example of a power that, by virtue of its effects combination, just doesn't have sets made for it. Sure, more sets can be made, but unless every combination possible were made into some kind of set, it won't do what I'm asking.
Set bonus's are a *linked* but different beast, in that you will more than likely have to take "something that you don't like" to be able to gain a bonus that is normally unobtainable.
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Maybe it's like that in real life, I'll grant you that much. But I just don't enjoy that in my games. It's one of the reasons I burn out on Diablo-style RPGs so damn fast - because loot there is random and I have no control over the bonuses it gives me. Each time I go back to town, it's always a huge quandary about whether I want to give up this nice bonus from this piece of armour to get that nice bonus from that other piece of armour. If I could, I'd trade away one of the useless bonuses either piece offers, but I can't. I'm stuck with the package as the game presents it to me.
It's this sort of "half-and-half" customization that really irks me and robs me of my motivation to even bother. See, when it comes to costume design, I don't have to worry about my boots HAVING to come with a specific set of gloves, or the colour of my skin necessitating a certain colour for my hair or my bony thorns. Sure, "what looks good" still mandates some limitations, but by their very nature, these are limitations I WANT to be tied to because they're limitations based on what I like, as opposed to what the game mandates for me.
Obviously, that gets into the debate between costume design having no objective measurement of success and character building being entirely wrapped around objective measurements, but that point still stands.
I think part of the problem itself is that powers themselves are *limited* in terms of how they are allowed to be enhanced, in that some powers cannot take "non relevant" enhancements/IO sets (thinking damage sets into Healing powers for example).
Also, it appears to be very flexible, but that is because for a *big noticable* effect, you have to slot *heavily* (or be at least level 20 to use the T3 stuff) into a direction.. but that is similar to how CoX is as well... granted, i am not a *huge* LoL player, but having dabbled in it, i do find that certain characters are best suited towards certain runes... and playing otherwise is *very* bad... unless you know the tactics of the opponent *VERY* well.
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Seriously, can you honestly tell me that being able to pick my own set bonuses and my own enhancement combinations could, in any way shape or form, make for a worse build than if I go with Set Inventions? I think not, because no part of Set Inventions is designed to ensure I have something I will need for the game to play well. In fact, if they WERE designed to do this, then maybe my defence-based characters would get even more defence to offset the unfair Incarnate to-hit, no? But that's not what the limitations are there for. They're not there to look after that I don't gimp myself. They're there to make sure you don't overpower yourself.
I get that the more customizable a system is, the more of the customization combinations are just garbage and the easier it is to gimp yourself. I therefore appreciate "package" systems that look after me. I do not, however, appreciate package systems which come in packages for the sole purpose of obfuscating the "best" course of action and limiting what can be done. They turn character building into a lot of irritating busywork.
I don't see why City of Heroes has to be held to a different standard. Doest that get constant patches, too? Sure, not many of those are about balancing changes, but that's because the game is relatively balanced right now. The first few Issues were quite turbulent, with sweeping changes galore. And, hell, even now we're looking at a rather large-scale redesign of the whole Blaster AT. I don't see the difference as being so big.
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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Let me rephrase my question - WHICH enhancements would I use to do that and what's the highest level I can do that at?
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Mako's Bite as the damage (levels 30-50) comes to 10mill tops per enhancement: Dam/Rech, Acc/Dam, Acc/Dam/End/Recharge, Acc/End/Recharge
Rope A Dope as the stun (levels 20-50) comes to less than 10mill for a complete set: End/Stun, Acc/Stun/Recharge, Acc/Recharge, Acc/End, Acc/Stun, Stun/Range
Stupefy is also an option, although it is far more expensive.
The advantage of Frankenslotting is that you *are not* focusing on set bonus's, and that upgrading each slot one at a time is a more valid way to go (because you are building for *enhancement bonus*, and not *set bonus*.
People will often tell me that "sure, you can do that" off the cuffs, only for me to go into the Market and realise the enhancement combination either doesn't exist, or is rare or purple or PvP or some such. And even then, that's an easy example of a straight damage power. As you saw, it's easy to come up with an example of a power that, by virtue of its effects combination, just doesn't have sets made for it. Sure, more sets can be made, but unless every combination possible were made into some kind of set, it won't do what I'm asking. |
And that's something I will never get over. I hate systems that force me to take something I don't want in order to take something I do want, and I hate that effect strengths are tiered like that. When that was still the case, I could see having to take Combat Jumping to take Super Jump since the latter is effectively and upgrade to the former, but having to take Boxing or Kick to take Tough still bugs me to this day. And, yeah, I'm switching sides a lot, just to show that this is greater than JUST Inventions. Heck, especially when it comes to powers, an "empty" power picks is one of the most demotivational parts of the game. |
Maybe it's like that in real life, I'll grant you that much. But I just don't enjoy that in my games. It's one of the reasons I burn out on Diablo-style RPGs so damn fast - because loot there is random and I have no control over the bonuses it gives me. Each time I go back to town, it's always a huge quandary about whether I want to give up this nice bonus from this piece of armour to get that nice bonus from that other piece of armour. If I could, I'd trade away one of the useless bonuses either piece offers, but I can't. I'm stuck with the package as the game presents it to me. |
It's this sort of "half-and-half" customization that really irks me and robs me of my motivation to even bother. See, when it comes to costume design, I don't have to worry about my boots HAVING to come with a specific set of gloves, or the colour of my skin necessitating a certain colour for my hair or my bony thorns. Sure, "what looks good" still mandates some limitations, but by their very nature, these are limitations I WANT to be tied to because they're limitations based on what I like, as opposed to what the game mandates for me. Obviously, that gets into the debate between costume design having no objective measurement of success and character building being entirely wrapped around objective measurements, but that point still stands. |
I think part of the problem itself is that powers themselves are *limited* in terms of how they are allowed to be enhanced, in that some powers cannot take "non relevant" enhancements/IO sets (thinking damage sets into Healing powers for example). |
To be honest though, in the long term view of powers and enhancements, there are actually only a few combinations of IO's that need to be introduced... acc/healing combination (more suitable for heals that need a "to hit" roll), Stun/Damage combination
This is something that seems very scary from the standpoint of not knowing what to build for, and doubly so because you need a different rune configuration based on which character you play, but it's not that bad when you actually do figure out what works for you. I'll be the first to admit that, even having picked up on it, I still find such a system incredibly scary as it's so very easy to mess up. I appreciate CoH's AT and Powerset system, as a point of fact, for making sure that I don't botch things up too badly even if I just pick without much foresight. But pretty much everything PAST the AT and Powerset systems isn't designed to help me be more powerful, it's limited in a direct attempt to limit what I can do with it. |
Seriously, can you honestly tell me that being able to pick my own set bonuses and my own enhancement combinations could, in any way shape or form, make for a worse build than if I go with Set Inventions? I think not, because no part of Set Inventions is designed to ensure I have something I will need for the game to play well. In fact, if they WERE designed to do this, then maybe my defence-based characters would get even more defence to offset the unfair Incarnate to-hit, no? But that's not what the limitations are there for. They're not there to look after that I don't gimp myself. They're there to make sure you don't overpower yourself. |
I would actually be inclined to think that if something like this *did* come about, the "set bonus" for custom IO sets would be of a smaller degree compared to the "pre made" IO sets.
I get that the more customizable a system is, the more of the customization combinations are just garbage and the easier it is to gimp yourself. I therefore appreciate "package" systems that look after me. I do not, however, appreciate package systems which come in packages for the sole purpose of obfuscating the "best" course of action and limiting what can be done. They turn character building into a lot of irritating busywork. |
I don't see why City of Heroes has to be held to a different standard. Doest that get constant patches, too? Sure, not many of those are about balancing changes, but that's because the game is relatively balanced right now. The first few Issues were quite turbulent, with sweeping changes galore. And, hell, even now we're looking at a rather large-scale redesign of the whole Blaster AT. I don't see the difference as being so big. |
Including up coming powersets, there are 10376 fairly unique powerset combinations, not including power pool choices. I say "fairly unique" because although there are powersets that are common to some AT's, each AT has its own modifiers applied to said abilities.
Oh, i didn't include HEATS or VEATS into the calculation either...
Nor have I gotten into the power choice/set bonus/enhancement choices yet... that just add's another level of complexity to the situation.
Looking back at all of it... unless you *honestly* don't want new content to be released, and instead just powerset tweaks/balances to be released...then that is fine, there *might* be enough resources to balance that whole complete mess of stuff out there.
I would say "get used to it"... every game out there will have some form of trade off, even if it is "time spent playing the game to do x/y/z". Sure, it might be *possible* to achieve it, but that doesn't mean to say that it should be handed on a plate to you.
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I'm really not sure where you're getting the stock "entitled" argument from when what I'm suggesting is considerably more complex and more prone to severe limitations.
I wouldn't [think?] that you would be able to make something *worse* off...
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Granted, I can imagine adding lots of knockback might make a build worse in practice, as can adding knockback protection on a build that relies on powers like Earthquake, Ice Slick, Bonfire or Repulsion Field, but even those ought to be exceedingly rare.
I would actually be inclined to think that if something like this *did* come about, the "set bonus" for custom IO sets would be of a smaller degree compared to the "pre made" IO sets.
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Looking back at all of it... unless you *honestly* don't want new content to be released, and instead just powerset tweaks/balances to be released...then that is fine, there *might* be enough resources to balance that whole complete mess of stuff out there.
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In a way, a lot of RPGs try to turn the creation of its character builds into a metagame unto itself, and I REALLY don't appreciate customization when it comes in the form of a metagame. Surely you've seen me rant about unlockable costume pieces and trying to judge which piece is "better" than which other. That's more or less the same thing. I'm interested in the final customized result, not so much in the meta-game around reaching it. You mention trading away time in-game for a result, and I'd be perfectly happy to trade that away in return for greater control of the end product.
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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No, I mean for Acc/End, Acc/End, Dam/End, Dam/Rech, Dam/Rech, Dam/Rech. That specific slotting, at level 50.
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I can however come close to it.
Acc/End: Stupefy (at level 50) +26.5% in both
Acc/End: Rope a Dope (at level 50) +26.5% in both
Damage/End: Mako's Bite (at level 50) +26.5% in both
Damage/Rech: Mako's Bite (at level 50) +26.5% in both
Damage/Rech: Crushing Impact (at level 50) +26.5% in both
[1]Damage/Rech: Touch of Death (max at level 40) +24.1% in both
[2]Damage/End/Recharge: Touch of Death (max at level 40) +19.3% in all 3.
[1] Total Bonus including Dam/Rech ToD:
Acc: +53%
End: +53%
Damage: 103.6%
Recharge: 77.1%
[2] Total Bonus Including Dam/End/Recharge ToD:
Acc: +53%
End: +72.3%
Damage: +98.8%
Recharge: +72.3%
I believe you will hit ED at some point in here with the above slottings... which is something else that you have to fight with
*The last Dam/Recharge is going to be hard... you cannot *specifically* get that at level 50 again, you can if you dropped down to level 40 cap (2.4% difference between the Crushing impact and Touch of Death enhancement value) OR you could slot the Damage/End/Recharge from Touch of Death (a couple % decrease on the Damage/End from the same set...)
No set bonus there (well, 2 slotting Mako's bite reduces the duration of Immobilize effects on you by 3.3%), and you still get a *nice* overall increase.
((just to point out a couple of "complete stat increases here"
Stupefy (6 slotted, well 5-slotted, I am ignoring the proc)
Acc: +74.2%
End: +53%
Stun: +53%
Recharge: +47.7%
Range: +15.9%
Mako's Bite (6 slotted, well 5-slotted, I am ignoring the proc)
Acc: 26.5+18.6 = 45.1%
End: 26.5+21.2+18.6 = 66.3%
Damage: 26.5+26.5+26.5+21.2+18.6 = 119.3%
Recharge:26.5+21.2+18.6= 66.3%
*shrugs* the difference between 5 slotting with sets, 6 slot frankenslotting is surprisingly close in terms of "base stat increases" (and in some area's the frankenslotting is better)... and it all depends on how much you want to spend, and how much you want to enhance stuff by (and if you are truely bothered by set bonus's or not): Overall you get better accuracy and recharge, possible better end usage. You only really mess out on the overall damage increase.
That's kind of what I mean - sometimes, options kind of like what I want may exist, but I'd either be vastly misappropriating quite expensive enhancements or altering the conditions. And that's not to devalue what you're saying - that's a VERY impressive list you've put in there. Even if it's not exact, it's a HELL of a lot closer than what I expected would be there.
My point, though, is that even at the best of times, you're still running against what specific packages the game offers. Even if we ignore set bonuses entirely, being able to make the exact combinations of enhancements that I want and being able to use the same combination repeatedly would be a lot more straightforward to do. I'm sure it wouldn't be as good as Sets with Set bonuses, sure, but I've never used sets in Diablo or its clones and would always opt for the simpler gear.
Generally speaking, I take all the powers from my primary and secondary, I get them to 50 using SOs and Commons and I then slot them with Uncommon Sets. As luck would have it, only a SINGLE Uncommon set exists for each category at level 50. I could probably do more, but I've tried and my enthusiasm didn't last. From the looks of it, I'll be picking pretty much the same Incarnate powers on all my characters, too, with only very rare exceptions. They're almost all melee, anyway. That's more or less what "package" customization does to me - I find a single package that works and then just stick to it.
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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That's kind of what I mean - sometimes, options kind of like what I want may exist, but I'd either be vastly misappropriating quite expensive enhancements or altering the conditions. And that's not to devalue what you're saying - that's a VERY impressive list you've put in there. Even if it's not exact, it's a HELL of a lot closer than what I expected would be there.
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Generally speaking, I take all the powers from my primary and secondary, I get them to 50 using SOs and Commons and I then slot them with Uncommon Sets. As luck would have it, only a SINGLE Uncommon set exists for each category at level 50. I could probably do more, but I've tried and my enthusiasm didn't last. From the looks of it, I'll be picking pretty much the same Incarnate powers on all my characters, too, with only very rare exceptions. They're almost all melee, anyway. That's more or less what "package" customization does to me - I find a single package that works and then just stick to it. |
Side note: The brute/tanker version of Total Focus can also accept Taunt IO sets... although it isn't directly handy for the slotting you were asking for (which remember, i tried to match as closely as i could), with a bit of fiddling around, you could use Perfect Zinger/Mocking Beratment (so quite possibly the same *overall* bonus's and staying at level 50 enhancements) to get the same number of overall enhancements slots applied...
I'm not sure if it's the same thing you're talking about Sam, but there's at least two MMO's coming out this year that feature 'mess with the system as you will' character building, and one of them is NCSoft's very own Guild Wars 2.
This is a system whereby instead of adhering to a build as such, you choose a class, but then based on a combination of items (each of which has different effects) you can come up with a mix and match of abilities that best suit you. GW2 intends to do away with the Holy Trinity (something I think is a very good thing and a step forward for MMO's as a whole) and let everyone equally contribute.
I certainly hope the Devs of this game look at what one of their sister games is doing and learn from it, because I do feel the days of pre-set packages and builds is approaching an end, even if I don't know how quickly. More and more games are putting an emphasis on what you want personally as a player and how you go about making that happen.
S.
Part of Sister Flame's Clickey-Clack Posse
I'm not sure if it's the same thing you're talking about Sam, but there's at least two MMO's coming out this year that feature 'mess with the system as you will' character building, and one of them is NCSoft's very own Guild Wars 2.
This is a system whereby instead of adhering to a build as such, you choose a class, but then based on a combination of items (each of which has different effects) you can come up with a mix and match of abilities that best suit you. GW2 intends to do away with the Holy Trinity (something I think is a very good thing and a step forward for MMO's as a whole) and let everyone equally contribute. |
So unless I am missing something, there is nothing new here.
I certainly hope the Devs of this game look at what one of their sister games is doing and learn from it, because I do feel the days of pre-set packages and builds is approaching an end, even if I don't know how quickly. More and more games are putting an emphasis on what you want personally as a player and how you go about making that happen. S. |
However, there are other MMO's out there that allow this to happen. The Secret World i believe is "classless", and I know for a fact that Eve Online and Darkfall have the ability for anyone to learn all the skills in the game (the fact that in Eve Online no-one has is neither here nor there... that is due to how the game is setup for skill progression).
The more "sandbox" styled games (Samuel will probably remember the discussion that i had with him previously about it) tend to be more "free form" in terms of how you choose to build your character, and if they do have "packages" then they tend to be just starter ones to give you a basis to work from, but you are not *fixed* into them.
Read what you want think I understand you and my response. No thanks.
A system like this will have huge balancing issues, assuming that blanacing was done than your crafted IO's in some cases need to give less bonuses than others. No thanks.
For Secret World referance you can learn all skills in that too and its crafting system is rather what Tow wants but with alot of grinding for materials and with specific way of crafting.
Overall there is no crafting that is easy to make and free-formed otherwise there wouldn't be an economy in-games which people are why focusing on crafting. (especially in sandbox games)
This is something of an observation of mine. Call it an attempt to explain why I enjoy visual customization in this game so much more than practical customization. Now, I've gone over this before, and the fact that there's no "wrong" way to dress yet that there very much IS a wrong way to build is still a big reason. However, having made peace with there being no good way to handle character builds without objective values of what "works" and what "fails," something else keeps turning up to bother me that's a lot less abstract at its core - "packages."
When I say "packages," what I mean is sets of stat boots or abilities that come in one overall "set" such that I can't break the set down into its individual components, keep the ones I want, toss the ones I don't, break another set open, pick the ones out of there and generally only keep the benefits I want. As soon as I say this, you think I'm referring to Inventions, and I can see why that might be the first thing to come to mine given my history. But it's not JUST Inventions. This is a wider game phenomenon that Inventions are just part of.
Once upon a time, I suggested creating a set of non-Set multi-aspect enhancements that players would be able to put together from aspects of their own choosing. Do you want Total Focus to deal more damage AND cause a longer stun? Mash a damage enhancement with a stun enhancement and produce a Damage/Stun enhancement. Want four of those? Do that four times, then toss in a custom Accuracy/Damage and a custom Accuracy/Endurance and go for it. But I can't really do that, because such a system doesn't exist. I can somewhat ape this with various Inventions sets, but those are limited by what exists in the game, and what level it exists at. They come in packages and they revolve around levels and their own sets.
How about Incarnate powers? Alpha, specifically. Say I've looked at my build and deduced that I can benefit the most strongly from more damage, more accuracy and more healing. Alpha enhancements often boost three or more stats in the rare and very rare variants, so can I use one of those? Nope, because an Alpha that boosts damage, accuracy and healing doesn't exist. I don't get to pick the effects, I can only pick from one of several packagaes of effects and stick with the one that most closely resembles what I want.
Or, hell, take a basic powerset. How many times have people asked to be able to use Energy Blast, but without the knockback? Many, as I recall, but you can't do that since that's just how Energy Blast is. Even ATs suffer from this, to some degree - there's a reason some of us keep asking for an Assault/Defence AT, you know.
Now, Arcana has spoken about this in the past, I hope will do so again, but the problem with this as I understand it is that such a system is too easy to optimise and thus too easy to game. If you can pick just the boosts you want, then it's trivial to figure out what's best for most people and then everyone would be taking that and nothing else. The old 1xAcc/5xDam problem. It's largely impossible to create a system where there isn't a "best" option, but this best option can be obfuscated such that people can't easily deduce what it is. By doing this, you force people to make judgement calls and build by feel, which gives the impression that there's much more variety.
My problem is that this just disables my desire to mess with builds by making the system more complex than it needs to be. Instead of building for what I feel I should be building and just picking the options I think are best for that, I have to instead build for a little of everything by taking many packages with many attributes and instead worrying about how they stack with each other. I like a system that's flexible, obviously - I like to have what I want. But a flexible system doesn't have to be complex to figure out, I've found. League of Legends, for instance, has a pretty intricate build system, but almost all of the benefits that system grants come in a single-aspect variety and it's up to the player to pick which aspect to increase by how much. And, frankly, once I figure out which kind of stat works best, I DO want to keep raising it, and I can't always do that.
Essentially, this is what bugs me about character building in not just City of Heroes, but in a lot of modern RPGs, as well - packages. I can't pick what I want on a case-for-case basis like I can with SOs. I have to pick packages and worry about sum totals. And honestly... I've always preferred problems that I can solve one part at a time, rather than treating them like puzzles and requiring me to solve everything in one go by having it all click into place.
I'll leave by saying that, yes, I'm aware that things are interconnected in costume design, as well. Theme, colour scheme and good taste dictate that some things go well together and some just don't. That's true, but I can still love this problem by changing one item at a time, looking at the result and going from there. I don't have to worry about using entire costume packs. In fact, I rather dislike costumes made up entirely of a single pack just on a principle level. Even though some combinations of colours and costume items work better than others, I'm still not restricted in what I can use on which costume, and THAT makes the actual process of putting one together as fun as looking at the end result is.