I24: Switch Boxing or Kick with Tough


Adeon Hawkwood

 

Posted

One of the much-appreciated goals of Issue 24 is to make Pool Powers more fun and useful to a wider variety of characters. Prerequisites are being changed in Travel powers to work like APPs (1/2, 3/4, 5). Also, several changes are being made to the Fighting pool (as well as many others) to accomplish that goal.

The current changes, courtesy ParagonWiki, are:

Fighting

  • Cross-Cut added as a fifth power (very similar to Sweeping Cross in Street Justice)
  • Brawl, Boxing, Kick and Cross-Cut all have increased effects based on the number of Fighting pool attacks you own.

I would, in addition to the above, like to see Tough switched with either Boxing or Kick, so that you could, hypothetically, select just Tough and potentially Weave, without taking an attack. This would make the set more useful to builds that don't require the extra attack chain that Fighting is now being designed to provide.

I'd imagine several people have an opinion on this matter, so I thought I'd post it in General. Thoughts?


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Code:
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30))
Single Target Radius = 0. AoE Non-Cone Arc = 360.

 

Posted

I would personally prefer to have Boxing and Kick merged into the same power, with either a punch or a kick animation available via power customization, and something added to the set that's NOT an attack to serve as a gate for the toggles.


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Posted

Would I like this change if it was implemented ? Yes, because all but one of my chars who have Tough & Weave have taken Boxing only to open up the pool.
Not having to take Boxing (or Kick) would mean one more power choice for all of them.

And this reeks of power creep. That's why I think such a change shouldn't happen.
We can't six slot everything, we can't have every power and sometimes even a "power tax" like this sounds reasonable.


 

Posted

I'd be curious to see some datamining on how (in)frequently boxing/kick are used. For that matter, on how often these powers even end up in the power tray.

EDIT: Challenge from the Presence pool was deemed so bad the devs were willing to break the cottage rule to make it useful. The reason for its lack of utility? The ATs likely to dip into this power pool already have access to a better choice in their primary, the other ATS have little to no need for an aggro magnet. Boxing/Kick seem to fit that same lack of utility, meatshields going into Fighting for access to Tough/Weave already have plenty of superior attack choices, the squishies don't need a mediocre melee attack when they're seeking damage mitigation.

I'd see this argument as more for making Boxing/Kick actual worthwhile choices and less about skipping them entirely. The I24 changes look like a step in the right direction but I suspect those 2 powers would need even more of a boost to become desirable options.



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Posted

Quote:
Originally Posted by Samuel_Tow View Post
I would personally prefer to have Boxing and Kick merged into the same power, with either a punch or a kick animation available via power customization, and something added to the set that's NOT an attack to serve as a gate for the toggles.
That could have been nifty. Merging boxing and kick into one power with both the stun chance and the KB chance and adding something else, maybe a passive +resist all (in the 4%ish range).


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Posted

Boxing at least looks likely to end up with higher DPA than many tanker attacks if you take the whole set.

Likewise, Defenders should get higher DPA than from their secondary attacks.


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Posted

I think the way powers are chosen has been broken from the beginning.

I dunno, when I make an ice character-- I hate the idea of taking powers outside of ice based powers. Some people love to mix and match, I get it.....

...but there should be options to keep your character's powers in the same vein as their main power. Just a sort of branching out. Maybe even just graphical: like "Boxing" but with a big ice fist as an alternate animation.

I think power pools need reworked and expanded, so I'm all for it.

I think we also need more slots as well (I know, it broke the game when they tried.) Power creep or not....more powers to use in different situations is better than using 3 buttons mashed over and over.


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Posted

I would love to see this change. It would free up a power pick on all of my 50s and make build planing easier.

Which is why don't think we are going to. If the current "Cost of Entrance" to Tough/Weave is a wasted power pick and people, lots of people, are still willing to pay that to get those powers I don't think their going to remove that "cost".


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Posted

yea it is pretty lame that i have to pick a power that i will NEVER use just to get the tough and weave buff. a change should be made


 

Posted

Quote:
Originally Posted by Bronze Knight View Post
Which is why don't think we are going to. If the current "Cost of Entrance" to Tough/Weave is a wasted power pick and people, lots of people, are still willing to pay that to get those powers I don't think their going to remove that "cost".
This. The Value of Tough is >= two power picks.


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Posted

I want to comment on the notion that taking powers is a "cost." This is just backwards design. Levelling up is a MAJOR part of the MMO reward system. It's when we get new stuff, grow more powerful and are, above all else, the most excited. New power picks should be things we WANT. To make taking a new power a cost is to take the fun out of training up, and THAT can take the fun out of playing altogether. I've burned out on this game many times, and every time it's been just after levelling up and taking something which fails to impress me. Maybe I lost patience for 32 and the T9 primary power, or maybe I got to a place where the next could of levels of slots aren't that important, but the point of it is that without the "morale boost" of levelling up, the game grows stale, and fast.

I don't disagree with tiering powers and locking them behind each other. That's part of the path of progression. You start with smaller powers and proceed on to the bigger ones. But this doesn't mean those powers are "costs," so much as they're just a step. You want each step to be meaningful so the player can be motivated at every step of the way. If that means skipping a step people hate, then what it really means is it's a gate you shouldn't have put in the first place.

Boxing and Kick are powers that are primarily a cost and almost never a benefit. They're not good enough to slot heavily, but the actual strong powers of the pool are locked behind them, so we waste a power pick to get these. But it's the game's own design that makes these powers bad. With so many sets having internal gimmicks - Momentum, Combos, Forms, etc. - pool attacks that don't benefit from those and don't contribute to them are that much less useful. Yes, that's also true of some Epics, but I've yet to see an epic that forces me to take an attack before I can take anything else.


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Posted

Quote:
Originally Posted by PRAF68_EU View Post
This. The Value of Tough is >= two power picks.
Of course if they did make Tough a T1 power pool pick, it would probably be nerfed alongside that change.


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Posted

Quote:
Originally Posted by Rajani Isa View Post
Of course if they did make Tough a T1 power pool pick, it would probably be nerfed alongside that change.
So the question is. Do we want a nerfed version of Tough that we can take with out Boxing/Kick or do we like it the way it is?

Personally, I see tough as nothing more than a mule for the two +3% Def IO's. So I would like to see this change. But people with a Resist based melee characters may object to this.


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Posted

I doubt they will change the order that you pick them, I think an increase tothe damage Boxing and Kick do along with an increase in either the duration, mag of the mez that they do should be fine.

Right now, Boxing and Kick are just mules for Kinetic Combat. Other ATs that are melee have a better choice and ranged ATs should get something in return for going melee, increasing the damage or secondary effects might make it worth it.


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Posted

When the change was made to allow travel powers to be selected at level 4, it was possible for a time to do this for ALL POOLS. Predictably, Tough and to a lesser extent, Aid Self became no brainer picks for just about everyone. Hence, it went back to the way it was.

It's not so much that it's overpowered, but that it makes Tough just too attractive a choice. They didn't want to be in the position that they found themselves in with Fitness where you either take Tough or were considered a bad player.


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Posted

Quote:
Originally Posted by Bronze Knight View Post
So the question is. Do we want a nerfed version of Tough that we can take with out Boxing/Kick or do we like it the way it is?
Potential nerf: make it Smashing resistance only.


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Posted

Quote:
I dunno, when I make an ice character-- I hate the idea of taking powers outside of ice based powers. Some people love to mix and match, I get it.....

...but there should be options to keep your character's powers in the same vein as their main power. Just a sort of branching out. Maybe even just graphical: like "Boxing" but with a big ice fist as an alternate animation.
I agree so much.

I wish we had animation customisation. As in, if you have a power with a one second animation, you could pick any one second animation available to players in the game, pick any FX you want for it, and so on.


 

Posted

Well of course I'd like it. But should it happen? No.


 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
I want to comment on the notion that taking powers is a "cost." This is just backwards design. Levelling up is a MAJOR part of the MMO reward system. It's when we get new stuff, grow more powerful and are, above all else, the most excited. New power picks should be things we WANT. To make taking a new power a cost is to take the fun out of training up, and THAT can take the fun out of playing altogether. I've burned out on this game many times, and every time it's been just after levelling up and taking something which fails to impress me. Maybe I lost patience for 32 and the T9 primary power, or maybe I got to a place where the next could of levels of slots aren't that important, but the point of it is that without the "morale boost" of levelling up, the game grows stale, and fast.
This is about half of the basic logic behind why I feel this should happen.

The other half is that, according to the new design paradigm, the pool powers are supposed to each be useful and stand on their own merits. If that's the case, then there should be no need to be forced to choose between two powers that do essentially the same thing in Tier 1 of Fighting. If someone wants the pool for the extra attack chain, they could Take Boxing/Kick, then the other, then Cross-Cut even if Boxing or Kick is switched with Tough, and people who don't want or need the extra attacks but want more durability can get exactly what the new goal of pool power sets is: powers that are useful to them.


@Draeth Darkstar
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Code:
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30))
Single Target Radius = 0. AoE Non-Cone Arc = 360.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
I want to comment on the notion that taking powers is a "cost." This is just backwards design.
It's actually pretty common, and taking powers IS a cost. There's no other way to view it.

You have a finite resource and more power options than you can have. This means that for every power you get, there are powers you don't get. The cost of getting Temporary Invulnerability at level 1 is not getting Resist Physical Damage at level 1.


 

Posted

I haven't had a problem with the current implementation. It's been annoying on very few of my characters, but the ones where I chose Boxing or Kick in order to get Tough and had no intention of using Boxing or Kick, well, the power choices at that level weren't desired anyway.

Besides, you never know when you'll get to do something nifty, like slotting a Knockback PROC into Boxing so you're sending enemies flying with a gut check...


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Posted

I dislike having to take boxing/kick to get to tough/weave, but I deal with it because it hasn't really affected too many of my builds in a huge way.

Usually slot a Razzle Dazzle proc in it on my melee toons and my ranged toons just don't use it.


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Posted

Quote:
Brawl, Boxing, Kick and Cross-Cut all have increased effects based on the number of Fighting pool attacks you own.
This is the part that interests me. Perhaps this will help make the prior selections more useful.

I don't find the two attacks useless. Having the extra attacks available in alternate-builds often adds a bit to a support class like a controller or defender when soloing.


 

Posted

I'd like to see it - I'm one of those that doesn't even bother putting Boxing in the tray, and only rarely put slots in to use it as a set mule. I'd rather see a different utility power option instead of just moving Tough down a tier, though, and if they were swapped you'd still need to take one of the attacks to get Weave since you need two powers from the pool to get it.


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Posted

Quote:
Originally Posted by Bronze Knight View Post
I would love to see this change. It would free up a power pick on all of my 50s and make build planing easier.

Which is why don't think we are going to. If the current "Cost of Entrance" to Tough/Weave is a wasted power pick and people, lots of people, are still willing to pay that to get those powers I don't think their going to remove that "cost".
Well, the "cost" of getting Stamina was two power picks and look at where we are now. Never say never unless the developers say never, and then even they might change their minds.


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