I24: Switch Boxing or Kick with Tough


Adeon Hawkwood

 

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Originally Posted by MajorDecoy View Post
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.
I believe the term is "opportunity cost"?


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Posted

Or what if Tough stayed tier 2, but changed it so that Boxing reduced the endurance cost of Weave and Kick reduced the endurance cost of Tough?

Or Boxing added 5% psionic resist to Tough and Kick added 5% toxic resist to Tough?


 

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Originally Posted by Arilou View Post
I believe the term is "opportunity cost"?
Possibly, I want to be a mathematician, not an economist.


 

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Originally Posted by Samuel_Tow View Post
Here's something that just occurred to me. In all this talk of "cost," we seem to have lost sight of the purpose that "cost" is supposed to serve. See, this is a game and it's intended to be fun, therefore power "cost" isn't intended to suck, it's intended to inform build balance. Specifically, the point of locking some powers in a set behind others isn't to keep you from having what you want, it's to give incentive to take more of a set than just a single power. You know how THAT can happen in a way that doesn't revolve around penalties? Rewards.

Funny I should mention this, because "rewards" is exactly how Fighting is now balanced. For the first time ever, I have an actual reason to take more than just the select few powers out of it that I want - the power reinforce each other. That, to me, is a far superior balancing structure, and it has the potential to offer more meaningful choices: Do I want just this one power for the sake of versatility, or do I want to invest and have stronger powers but from fewer sources? That's what I want to achieve.
Except that's far less a question of design, and more a question of psychology. There's no way to predict who will focus on the negative aspects of opportunity cost and who will focus on the positive ones, nor is there any way to guarantee that if all the players focus on the positiv side today, all future players will tomorrow. There are many things that were seen as strong positives in the past that are now perceived by a significant fraction of the playerbase as a negative. The perceptions of the game structures have an element of mob mentality to it and it has changed in unpredictable ways.

But we can't make our design methodology rooted in the shifting perceptions of a herd.

The exact same design feature you're highlighting in the Fighting Pool was once the most derided design decision of Super Reflexes: every power reinforced the others and every power became a must-take. Oddly, over time that opinion changed to "Super Reflexes is an easy set to manage, just take everything (except Elude)."


If there is a special case to Fighting, its that the devs have over time actually enshrined a design principle that powerset combinations should be relatively self-sufficient, and shouldn't need power pools to function at least nominally. And that has extended to attacks: almost nothing has an insufficient number of attacks. At release, an Illusion controller could theoretically make good use of boxing or kick, the sorcery ranged blast would have been a god-send. But today, no powerset combination is genuinely light on offense in absolute terms. So the question becomes who needs boxing or kick? And the answer is probably only players that want them for conceptual reasons, and a marginal few players that really want to fill their melee chain, and a couple of min/maxers that use them as set mules.

For the vast majority of players, boxing and kick aren't even like being forced to take Aid Other. Even if you primarily solo, aid other is likely to at least be a power you don't have an analog to (if you have healing, you're not likely to be taking medicine). But boxing and kick fill a hole few players have, even if its a hole they don't care to fill.

In general, I don't think prereqs are all that bad design-wise. In the fighting pool's case, it might be a special case that warrants review for that reason alone. Even if its not players' first choice, the prereqs in power pools should at least be things most players don't already have tons of.


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Originally Posted by __Tru__ View Post
Ah,.. Wait, don't they have different secondaries that would stack with a characters? Is it possible you are just doing it wrong?
OK, after reading this a few times, I think I see what you're saying. Don't Kick and Boxing have different secondary effects that can help different builds? Yes and no. Technically speaking, Boxing has a minor stun, which I assume means it takes stun sets, and Kick has a minor Knockback, which I assume means it takes knockback sets... Which I've never seen anyone actually buy on the Market but let's ignore that for a moment. I honestly don't think this difference is meaningful because of all the people I've ever seen comment on it, approximately all of them have Boxing.

This, realistically speaking, is not materially different from how Fitness used to be - you had to take either Hurdle or Swift, and while different people might take one or the other, the net result is they were basically two aspects of the same power. They weren't unified, no, but they might as well have been. And if Kick and Boxing ARE unified, I expect the resulting power to have both the stun chance and the knockback chance, such that it can "mule" both types of set. This wouldn't be unique. Sweeping Cross does the same.

And again, the similarity of the powers is just one aspect of the problem. Having two similar problems as your first "choice" in a pool really isn't a choice. And it could be, if one of the powers were bumped down to a lower Tier.


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Originally Posted by Arcanaville View Post
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Originally Posted by Samuel_Tow View Post
OK, after reading this a few times, I think I see what you're saying. Don't Kick and Boxing have different secondary effects that can help different builds? Yes and no. Technically speaking, Boxing has a minor stun, which I assume means it takes stun sets, and Kick has a minor Knockback, which I assume means it takes knockback sets... Which I've never seen anyone actually buy on the Market but let's ignore that for a moment. I honestly don't think this difference is meaningful because of all the people I've ever seen comment on it, approximately all of them have Boxing.
The effects of the powers themselves would be meaningful, less so the ability to slot enhancements(not that that's not important). If someone wanted to stack stuns or leverage knock back, they'd pick one or the other. The fact that they aren't that different is mostly why they need to be adjusted, which the "Synergy" thing is supposed to address.


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Originally Posted by Samuel_Tow View Post
OK, after reading this a few times, I think I see what you're saying. Don't Kick and Boxing have different secondary effects that can help different builds? Yes and no. Technically speaking, Boxing has a minor stun, which I assume means it takes stun sets, and Kick has a minor Knockback, which I assume means it takes knockback sets... Which I've never seen anyone actually buy on the Market but let's ignore that for a moment.
I take kick quite a bit to 3 slot one of the KB sets for some quick ranged defense. It's very useful when softcapping a hover blaster to ranged damage.



 

Posted

Here's something else that just occurred to me:

A while ago it was suggested that this is no different from the Healing pool not opening up Aid Self immediately, and how if it did, everyone would have it. Fair enough, fair enough. But the pool still isn't gating it behind two copies of the same thing. It's not like it was before, where your choices were "help another player" or "help another player differently" between Aid Other and Stimulant. Right now, we have Aid Other and Injection, which IS an ally buff, but also works as an enemy debuff, as well. I am, in fact, given an option. If I want to take options that benefit me and I want Aid Self, I'm no longer forced to take a team-only power.

To my eyes, Aid Other and Stimulant were no different from Kick and Boxing - the same power twice over. Yes, their effects were different, but their mechanics were the same - stuff I do to help other people which doesn't help me. Since I don't want powers that don't help me in any way, that pool was more or less closed to me. This has changed, because now I have the choice between "a power which helps others" and "a power which helps others sometimes and me all the time." Now, I have a choice and now, I AM going to take those powers.


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Originally Posted by Arcanaville View Post
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Originally Posted by Arcanaville View Post
In general, I don't think prereqs are all that bad design-wise. In the fighting pool's case, it might be a special case that warrants review for that reason alone. Even if its not players' first choice, the prereqs in power pools should at least be things most players don't already have tons of.
If you would be willing to directly express that opinion to Synapse, I think you may have a better chance of convincing him to reevaluate the current setup than anyone else has had.


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Originally Posted by StratoNexus View Post
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).

In my opinion this would be a brilliant change to the pool as is! I'd personally love love love a passive added as an alternate choice to the current attacks (separate/merged/whatever) for the tier one choice. It could grant all of 1% +resist all and nine times out of ten I'd take it since it'd get more use than pulling a power out of my tray. Was also thinking perhaps thematically to the pool it could be a passive that has that little plus resist with a small plus mez duration reduction bonus like some of the new IOs will be offering...kind of like fighting in spite of the pain idea some might expect from, well, a fighter. Thinking like a 5% reduction on all mezs or something (nothing crazy overpowered, maybe 10% tops-I'm not a numbers person so sorry if my percents are off the mark of how it actually works. Just hoping it makes sense!)

Don't get me wrong, I'd still opt to take boxing/kicking from time to time instead of a passive all the time (personally kicking fits my play style nicely on occasion or I want a set mule for KC) but geez I would love a different option from an attack for this pool's tier one so I had to comment!


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Posted

I'd love to be able to pick and choose which powers I take from a pool with no restrictions. I don't mind nabbing boxing even though it will get no slots and never be on my tray. That's the deal with pools. You want the "good stuff" you have to take something else.

Pre-req's on pools are fine IMO; they're a good thing.

As for changes to Tough or Weave, Arbiter Amish did say during the Coffee Talk where these changes were announced that those two powers are good as they are. Honestly who can argue (reasonably) that either of them need a buff at all?


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Originally Posted by Samuel_Tow View Post
Here's something else that just occurred to me:

A while ago it was suggested that this is no different from the Healing pool not opening up Aid Self immediately, and how if it did, everyone would have it. Fair enough, fair enough. But the pool still isn't gating it behind two copies of the same thing. It's not like it was before, where your choices were "help another player" or "help another player differently" between Aid Other and Stimulant. Right now, we have Aid Other and Injection, which IS an ally buff, but also works as an enemy debuff, as well. I am, in fact, given an option. If I want to take options that benefit me and I want Aid Self, I'm no longer forced to take a team-only power.

To my eyes, Aid Other and Stimulant were no different from Kick and Boxing - the same power twice over. Yes, their effects were different, but their mechanics were the same - stuff I do to help other people which doesn't help me. Since I don't want powers that don't help me in any way, that pool was more or less closed to me. This has changed, because now I have the choice between "a power which helps others" and "a power which helps others sometimes and me all the time." Now, I have a choice and now, I AM going to take those powers.
I go back to saying if they made Boxing and Kick reasonable attacks worth replacing one of your attacks in your Primary or Secondary, then having to take Boxing or Kick wouldn't be bad and then helpful to you.


BrandX Future Staff Fighter
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I like the idea of merging boxing and kick.

I don't expect us to be able to get Tough as a 1st tier power pick.

I like the idea of replacing the old kick with something new... maybe even just a passive that gives +perception and 3% to-hit (enhanceable!) so those AT's who can't just tactics/kismet their way to perma-fast snipe have an option to fill that 5% gap they inevitably have. They could call it combat awareness or some such.

Even non snipe users can benefit from some extra +to-hit and +perception isn't exactly doled out alot so why not? And as a passive this power requires no art time!


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Originally Posted by BrandX View Post
I go back to saying if they made Boxing and Kick reasonable attacks worth replacing one of your attacks in your Primary or Secondary, then having to take Boxing or Kick wouldn't be bad and then helpful to you.
Actually, I wanted to say that attacks will never really be useful to my melee characters for reasons of gimmick, but you do make a good point. How useful ARE Aid Other and Injection for an AT whose entire powerset is support? I may be biassed here, but it just seems like there's more variety between Aid Other and Injection than there is between Kick and Boxing.

I guess if kicked was also usable on my team-mates I might take it...

I think the point of the mutual benefits the powers get are an attempt to do just that - strengthen the powers to where they're actually worth taking. I don't think it's working, but that's besides the point. Could it be that this synergy is what's supposed to get us to take them even though neither attack is decent by itself?


Quote:
Originally Posted by Arcanaville View Post
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Posted

While you're at it, might as well change the name of the pool to "More Def and Res", since that's all most of the playerbase seem to think of it as. :roll:

(Concept, what's that?)


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Posted

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Originally Posted by BrandX View Post
I go back to saying if they made Boxing and Kick reasonable attacks worth replacing one of your attacks in your Primary or Secondary, then having to take Boxing or Kick wouldn't be bad and then helpful to you.
Part of the problem with Boxing and Kick is that so many melee sets are either built around a gimmick or use a weapon. This means that for most sets making Boxing or Kick a part of your attack chain ends up hurting you since you either have redraw or are wasting the opportunity to make full use of your set's ability.


 

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Originally Posted by Draeth Darkstar View Post
If you would be willing to directly express that opinion to Synapse, I think you may have a better chance of convincing him to reevaluate the current setup than anyone else has had.
Will do.


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Originally Posted by Megajoule View Post
While you're at it, might as well change the name of the pool to "More Def and Res", since that's all most of the playerbase seem to think of it as. :roll:

(Concept, what's that?)
That's a bad argument since "concept" is something Boxing and Kick don't deliver at all. Boxing is little more than a souped-up copy of Brawl, which every character has and kick isn't much better. Compare this to... Let's pick something less obvious than teleportation. Let's compare Kick and Boxing with something out of Leadership. Leadership powers give you something above and beyond what most powersets have as part of their concept - they allow you to help others by being a good leader.

Now compare this to Boxing and Kick. They enable the concept of a person who can kick and punch, and basically brawl well... Which pretty much every character in the game can already do, and which no less than four classes have multiple powersets expressly devoted to depicting. From Super Strength to Martial Arts, from Street Justice to Marital Combat, all of these sets revolve around being good at fighting. Moreover, many sets imply this without strictly saying it. Most weapon sets imply a certain degree of brawling prowess just because that's essential in melee combat with a weapon in general, and Shield Defence has this as part of its basic concept.

I'm not just arguing for taking Tough and Weave without having to pick Boxing and Kick. I honestly don't think Boxing and Kick add much of anything in terms of concept. They're just slightly bigger versions of what every hero already has. I feel the same way about Fitness, to be honest, and I feel the same way about most of Fighting. At this point, every player character can be seen as relatively decent at brawling. Not EXCEPTIONALLY good, obviously, but that's what actual powersets are for. Power pools just make you moderately good at something, and all of us can punch armoured trucks to pieces and take repeated shotgun blasts to the chest. The boat on "little" powers has sailed.

To me, the most conceptually rich of the power pools are things like Flight, Teleportation and so on, but even things like Stealth and Leadership have their uses. Sure, if you're playing Energy Aura, you kind of already have a superior copy of Stealth, but what's in the set can expand this via Grant Invisibility even for the stealthy ones. Even if your character is a Mastermind and this has supremacy, Leadership still makes sense because it depicts a Mastermind who focused on being a strong leader as opposed to arming his men with strong firepower. And even then, that's mostly an exception.

But punching and kicking? Basic attacks? I'm with Arcana here. Unless you happen to be playing a very specific build of Controller, "attacks" are the one thing everyone has more than enough of, and in-set ones are usually better, especially for certain ATs like Stalkers and Assassin's Focus or Corrupors and Scourge. Or Blasters and Defiance. Or Tankers and Gauntlet.


Quote:
Originally Posted by Arcanaville View Post
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Posted

Okay, so it's a badly designed pool from the start. Still bugs the hell out of me when people take it (or advocate taking it) for no reason other than min-maxing of utility, like non-speedsters with Hasten, because Hasten.


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Originally Posted by Megajoule View Post
Okay, so it's a badly designed pool from the start. Still bugs the hell out of me when people take it (or advocate taking it) for no reason other than min-maxing of utility, like non-speedsters with Hasten, because Hasten.
The thing is, I don't actually want to take Fighting, for pretty much the reasons I outlined. I always figure... Wait, isn't my character ALREADY good at fighting? Isn't that what the giant sword and the invulnerability to physical damage already constitute? Nope, must be good at bobbing and weaving, and being "Unyielding" doesn't teach you that. Again, same as Fitness - having to specifically be fit as a fighter just seems redundant.

But I don't foresee what happened to Fitness happening to Fighting, so in my mind it's just better to simply give an "entry" option that's not an underpowered attack. It doesn't have to be Tough or Weave specifically, just something else that's not an attack, like what happened with Presence. Don't like the choice between two taunts? OK, now it's a choice between a taunt and a placate. All of a sudden it IS a choice.

As far as I'm concerned, pool powers should never have been made out of "common" things to begin with. They should all have followed the example of the travel pools and modelled themselves around an aspect of super heroics that just doesn't make for a full set. Being "fit" or being able to kick doesn't strike me as one of those. For as much as I dislike the idea of a "sorcery" power pool... Maybe that's where we should have gone all along - esoteric stuff that doesn't fit inside powerset frameworks.


Quote:
Originally Posted by Arcanaville View Post
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.

 

Posted

So I would like to float an idea past the thread to see if I'm in sync with everyone else here, or just crazy.

It seems to me that we don't want to mess with boxing and kick, because there's now synergy effects in Boxing and Kick that escalate up to the tier 5 attack, and there are people that like Boxing and Kick for various reasons. But it also seems to me that we don't have to mess with boxing and kick, because there's no reason we can't provide an alternate path to tough and weave by simply adding another power to Fighting that unlocks at 35 and acts as a prereq. This way we don't eliminate the prereq, but we don't require people to take an attack they don't need.

The question is what can we add to Fighting that is conceptually consistent, interesting enough to be useful, but not so powerful that it will be perceived as necessary? That's the idea I want to float. Assuming we add one more power to fighting to allow an alternate way to get to tough and weave, what do you all think about this power:

Tempered Focus:

Passive: 50% Res(Hold, Sleep, Stun, Terrorize, Confuse), 15% Res(Defense), +50% runspeed (enhanceable), -50% runspeed (unenhanceable)
Fighting Synergy: Increases stun duration on Boxing, Increases Knockdown chance on Kick, and Cross Punch debuffs foe Strength(Hold, Stun, Sleep, Terrorize, Confuse, Immobilize, Endurance) by 30% for 6 seconds and has a 50% chance to debuff KB strength by 100% for 6 seconds.

Power also grants:

Click: Mag+1(Confuse, Terrorize) for 15 seconds. 120s recharge.


The idea is to create a power that would appeal to players likely to be taking Fighting anyway, appealing enough to be interesting for players that were not thinking about it, but not so powerful that it would be a must take and force people into Fighting. So:

1. If you are a squishy without mez protection, 50% mez resistance is interesting, but not mandatory.

2. If you are taking Fighting to get Weave, DDR is probably interesting to you.

3. Unless you're SR, in which case being able to periodically break Confuse and Terrorize is interesting to you.

4. Tempered Focus has its own interesting synergy with Cross Punch: it causes Cross Punch to weaken the mez ability of anything it hits and has a chance to shut off the ability for the target to generate knockback. Which is not as interesting for melee with mez protection, but *very* interesting for a squishy wanting to mix it up in melee range. For the melee archetypes, I slipped in Endurance: the effect will also reduce the drain effects on targets it hits.

5. The +50%run/-50%run is there to ensure the power is actually slottable for something. By default these two effects cancel each other out. But you could slot run in there and get increased run speed, since the negative buff is not enhanceable. Or you could ignore the power's slot if you don't want to run faster. And I'm inclined to allow it to be slottable with universal travel.


So is this too powerful? Too weak? Totally ridiculous? I've tried to find the line between "overpowered" and "worthless" and I hope I landed on "interesting for those that don't want Boxing or Kick." Did I get close?


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Originally Posted by Arcanaville View Post
So is this too powerful? Too weak? Totally ridiculous? I've tried to find the line between "overpowered" and "worthless" and I hope I landed on "interesting for those that don't want Boxing or Kick." Did I get close?
No, that sounds like fun. Unlocks at 35?


 

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Originally Posted by MajorDecoy View Post
No, that sounds like fun. Unlocks at 35?
The idea is it unlocks at 35 with Boxing and Kick, and is a valid prerequisite to tough, weave, and cross punch (you'd still need another power for weave and cross punch, of course).


I like the idea that all of these trajectories have valid purposes behind them:

Tempered Focus, Tough, Weave: the all-mitigation option
Tempered Focus, Boxing, Cross Punch: the Blapper option
Boxing, Kick, Cross Punch: the "Illusion Control doesn't have enough melee" option
Tempered Focus, Boxing, Kick, Cross Punch: the all-out melee offense option
Tempered Focus, Kick, Weave: the Martial Arts/Super Reflexes concept package
Boxing, Tough, Weave, Cross Punch: the Punchy Brute concept package
Tempered Focus, Boxing, Kick, Tough, Weave, Cross Punch: the "you can solo with just power pools, right?" option


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Originally Posted by Arcanaville View Post
The idea is it unlocks at 35 with Boxing and Kick, and is a valid prerequisite to tough, weave, and cross punch (you'd still need another power for weave and cross punch, of course).
I think you mean level 4. Level 35 is when Epic pools unlock .

On the subject of Tempered Focus itself I like it. With the Resistance changes Mez Resistance is not viable to build for on a squishy so having a pool power to supplement it is nice. My only suggestion would be to drop the Sleep Resistance to 10% since with Inherent Fitness we already have 40% Sleep Resistance from Health.

EDIT: I haven't tested it on Beta but I seem to recall Synapse or Hawk saying that the pre-requisite rules for pool were changing so that the fourth power only requires one pre-requisite. If so then you could take Tempered Focus + Weave without taking Tough. This isn't critical but worth keeping in mind.