Originally Posted by Premonitions
I didn't say that. I said if the pre req order was shifted only slightly, people who wanted tough would be able to take tough first, and people who wanted boxing could take it first. Kick would take Tough's previous spot, and Tough would take kick's current spot. If either party wanted to go further into the set, they'd have to take further powers.
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I24: Switch Boxing or Kick with Tough
I'm not sure if anyone mentioned this upthread, but they actually did this in beta once, I think it was back when freedom was in closed beta. They saw that EVERYONE in beta was just taking tough (also aid self) and ignoring the rest of the power pool. They were worried it was going to be the next "must have" power like stamina used to be, just because it was an easy pick, which is why they changed it back. I have a lot of characters that I don't take tough/weave on, but if I could get tough right off the bat that would probably change.
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It can remain untouched, or replace a Primary/Secondary attack.
Yes it would be straight smashing damage (for some sets this really wouldn't matter), with an effect that's better if you took the other attacks in the set, but it'd be less of a "This is worthless" and more of a "This could be good if I'm willing to use it"
Would people still leave it unslotted and unused? Yup. Weapon Users for sure would. But it'd be a good option!
If they were up to that level of damage (use normal RCH/END formula and then maybe add a 10% increase to each...no idea...I'm sure some downside would have to be there), I'd likely use it on...
Trollers
MMs
Fire Melee
Dark Melee
Energy Melee
Super Strength
Kinetic Melee (less likely but a possibility)
Martial Arts (Depending how good it's DPS is)
Blaster not as likely. I prefere to stay at range, but if I was willing to go melee then possibly.
Corr/Defender not as likely. Range usually and when not attacking usually have buffs/debuffs to use.
Would all have a use for it? No. But a lot could have the real option to want to make heavy use of them.
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I like the idea mentioned earlier of adding synergy to tough/weave from taking boxing or kick. Another way that could work would be to have tough and weave buff the melee attacks. For example, you take boxing to start, then when you take tough it adds a buff to boxing that adds some s/l resist when the hit lands, and then when you take weave it also adds a melee def buff to boxing. I don't know about the numbers needed to make it useful but not OP, but it would be a good way to make boxing/kick into good powers to use even if they don't compare in damage to your primary/secondary attacks.
I didn't say that. I said if the pre req order was shifted only slightly, people who wanted tough would be able to take tough first, and people who wanted boxing could take it first. Kick would take Tough's previous spot, and Tough would take kick's current spot. If either party wanted to go further into the set, they'd have to take further powers.
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1. Eliminate the prerequisite for Tough, on the assumption the devs would allow that.
2. Create a prerequisite for Kick that didn't exist before for players that wanted Kick.
3. Do nothing for people who want to take Weave, and end up taking a power with limited incremental utility to their builds, since they will still have to take either boxing or kick to satisfy the two power prereq for Weave.
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1. Doesn't take Kick away from players
2. Doesn't take Boxing away from players 3. Maintains the prerequisite requirements for Tough and Weave (and Cross) 4. Doesn't make the Fighting pool overly compelling to players that were not already attracted to the pool 5. Provides a benefit generally attractive to a wide range of archetypes and powerset combinations |
Edit: Okay, okay. I'm going to add in, 6) Doesn't break the Cottage Rule, and 7) Isn't a whimsical farce.
Having neutered my opportunities for genius, I still have:
Make taking Boxing unlock Kick. As far as I'm concerned, they're basically isomorphic. Your power does too much, and I am HIGHLY SKEPTICAL of auto powers in the first tier (and the "tier" does not mean "slot," goshdangit, a fight I clearly lost years ago) since the Fitness fiasco, but apparently that's where we're going these days. Put it into slot 2. (I have to say, I do like the unenhanceable/enhanceable run component. It's ridiculous overengineering but it appeals to me.)
And I said that doesn't address the complete situation, in the rest of my post.
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What your suggestion does is: 1. Eliminate the prerequisite for Tough, on the assumption the devs would allow that. |
2. Create a prerequisite for Kick that didn't exist before for players that wanted Kick. |
Right now people who want just boxing or kick have no obstacles to what they want, while people who want tough or weave have boxing and kick.
My idea would shift around who get's the problem, certainly a "problem" but I don't think it would be as big a problem as Forcing them to take an attack to take a Defensive toggle. I suppose it's a cost assessment thing.
Is the inconvenience to people who want kick great enough that they'd actually feel it in this proposal?
Is the benefit gained by giving this to people who want Tough enough that it merits the inconvenience to the Kick-wanting people.
3. Do nothing for people who want to take Weave, and end up taking a power with limited incremental utility to their builds, since they will still have to take either boxing or kick to satisfy the two power prereq for Weave. |
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Which is why turning Boxing and Kick into awesome attacks equal to what someone could get in their Primary or Secondary is a good idea!
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So right now Kick and Boxing seem to do about Tier 1 or 2 smashing damage. I'd like to see that upped to about Tier 4 or so, some really decent attack; yes about as much as a primary or secondary.
Boxing to me looks a bit like brawl, I'd like to see the "one-two" punch animation used. Kick can be a bit of an End hog and also cause knockdown in addition to more damage. Also, kick should not cause weapon redrawn, for all of us blade and gun bunnies out there.
I don't think this will over-power the pool, and will make folks happier with their prerequisite pick.
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I like the idea mentioned earlier of adding synergy to tough/weave from taking boxing or kick. Another way that could work would be to have tough and weave buff the melee attacks. For example, you take boxing to start, then when you take tough it adds a buff to boxing that adds some s/l resist when the hit lands, and then when you take weave it also adds a melee def buff to boxing. I don't know about the numbers needed to make it useful but not OP, but it would be a good way to make boxing/kick into good powers to use even if they don't compare in damage to your primary/secondary attacks.
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Even if it's something as simple as DDR.
You're basically giving a bonus for something they had to take anyways.
The synergy they were going for with the attacks could at least give people the idea of "Hmmm...maybe I'll use the attacks"
Sadly, it would just be an idea without decent damage to back them up though.
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And I said that doesn't address the complete situation, in the rest of my post. What your suggestion does is:
1. Eliminate the prerequisite for Tough, on the assumption the devs would allow that. 2. Create a prerequisite for Kick that didn't exist before for players that wanted Kick. 3. Do nothing for people who want to take Weave, and end up taking a power with limited incremental utility to their builds, since they will still have to take either boxing or kick to satisfy the two power prereq for Weave. |
Regarding #3, in Issue 24 I thought they changed it so that you can get the 4th power in 2 picks?
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Boxing: Available at level 4
Kick: Available at level 4
Tough: Available at level 14, requires that you have one other fighting power.
Weave: Available at level 14, requires that you have two other fighting powers.
Crosspunch: Available at level 14, requires that you have two other fighting powers.
The suggested change:
Boxing: Available at level 4
Tough: Available at level 4
Kick: Available at level 14, requires that you have one other fighting power.
Weave: Available at level 14, requires that you have two other fighting powers.
Crosspunch: Available at level 14, requires that you have two other fighting powers.
In either form, you have to take either boxing or kick to get weave, so while it might improve things for people who only want tough, it doesn't change anything for the people who are taking weave and feel like they're being forced to take a useless power.
I'm not sure if you're insulting me here or expressing something else.
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This just feels like trying to crack an egg with a time machine.
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Is the benefit gained by giving this to people who want Tough enough that it merits the inconvenience to the Kick-wanting people. |
I would prefer the complexity of my suggestion as it hurts no one, helps everyone, and the complexity you point to is something no player would care about, because no player would have to deal with. Only the developers would, because its design complexity but not usage complexity.
I would rather crack an egg with a time machine, if the alternative is taking away someone else's eggs for no reason.
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Your suggestion presumes a simplification of the problem that doesn't concern itself over things like whether players who want kick are trivial sacrifices:
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Mine doesn't. It also doesn't actually address the problem with weave at all, because players would be literally in the same position as now, the only difference would be they would be taking tough earlier. They would still be taking one of boxing or kick and then tough before unlocking weave. |
I would prefer the complexity of my suggestion as it hurts no one, helps everyone, and the complexity you point to is something no player would care about, |
because no player would have to deal with. Only the developers would, because its design complexity but not usage complexity. |
I would rather crack an egg with a time machine, if the alternative is taking away someone else's eggs for no reason. |
The "complexity" of your idea is only a problem in that it presents unique balance issues to the game as a whole with the adding of a sixth pool power. I'm not against the buff in theory but I doubt greatly that a sixth power could be added, or an auto power.
That's why I said your idea would be cool to fold into tough and weave but as a sixth power attempting to solve the problem of weave it was attempting to do the impossible to solve a small problem.
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Fighting is supposed to make you better at fighting, right? So, what if Boxing and Kick also gave procs to all your (maybe only melee) attacks? Either a bit of extra smashing damage or a chance for stun/knockdown? So, if you weren't going to use the attacks directly, you still get better at fighting generally.
Always remember, we were Heroes.
I'd still prefer granting Kick and Boxing from a single pick and putting a new power in slot 2. If we're going with the eggs metaphor, the add-on solution here seems like, "Well, we didn't actually manage to crack the egg (since Tough still requires a Boxing or Kick, which are still generally nonuseful to already-offensive characters), but as a consolation prize, here's extra eggs for everyone!"
Consolation prizes are for failure. That it happens to be a pretty good consolation prize still doesn't quell my aesthetic unrest.
But whatever the case, let's talk about Tempered Hot Mess for a bit, since something like it is the crux of either approach.
*puts on grumpy old-man face*
First version:
- Auto power : Fine. I don't like it but the other options (Combat Jumping 2, Practiced Brawler 0.5) are worse.
- Mez resistance : 50% across the board seems high. Or more specifically, out of line with other pool powers. It's not that it's going to trivialize Ghost Widow fights or anything, but existing pool powers mostly grant between 40-60% to one or two types of mez. Also, we're getting quite a bit more fullspectrum mez resist with the IO change, so actually, it might kind of start trivializing the Ghost Widow fight.
Imma say 20%. I like 20%. It's a pleasing fraction. 18.66% is also on the table. The first person to say that you can get 20% with an Enhancement, trivializing this power, gets slapped with a Steadfast Protection right across the Combat Jumping. - DDR. I don't have a problem with 15% so much but I do have a suggestion. Why not make this power Defense slottable, and do 10% base DDR, half unenhanceable? People love LotG mules. Or Karma mules. Or Kismet. Or Shield Wall.
Man, Defense sets sure do crossbreed donkeys and horses. - Click-to-break. Meh. SR's already getting mez resistance out of this. Neat but unnecessary. Edit : Also, it would kind of full-Xzibit the set. "Hey guys, we heard you liked powers, so we put powers in your powers..."
- Enhanceable run speed. Not needed now, it takes Def. Good try on the Blessing of the Zephyr mule, though. Still like the idea. I'll suggest instead kicking 20% runspeed resistance into the general mez protection. There aren't enough of those.
So. Somewhat simplified, yeah? I think it's still worth a pick.
Second Version:
Just make it all the clickable component (and buff it up a bit), so it's Breakfree -- The Power. I actually kinda like this, for much the same reason I like Build Up. If you could make it purge other kinds of debuffs (defense and damage debuffs spring to mind) you'd have a huge selling point for melee. Kind of steps on the toes of the new Presence power, but that's obnoxious to get to anyway.
The pool is called Fighting not Defending. Having the ability to avoid taking Boxing and Kick would be dumb simply to satisfy a min/maxer desire to make it easier to construct a godlike character.
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As I noted on another thread, I'd like to see gating almost entirely removed from pool sets.
One power in each set can be selected as the "top" power, and the prerequisite would be that you must take at least one other power in the set in order to obtain this top power.
With new pools coming out, and being restricted to having only so many powers, and only so many pools open, I'd like to have more opportunity to pick one power from here and one from there.
For instance, I'd like to be able to get Whirlwind without first being forced to take Superspeed. If I want the AoE fear power from Presence pool, I'd like to not be forced into taking a taunt, but be able to take the single target fear instead. With the Teleport pool, I'd like the freedom to take Group TP from the start, or to take, say, Recall and the Zone TP, and then maybe take Flight as my travel power.
With so many temp powers and incarnate powers and so on in the game, and IO set bonuses providing def and now res, why not just drop the restrictions a bit, and only protect the top power for each pool?
The pool is called Fighting not Defending. Having the ability to avoid taking Boxing and Kick would be dumb simply to satisfy a min/maxer desire to make it easier to construct a godlike character.
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Which to me argues for making Boxing and Kick better. It's "Fighting," not "Fighting Weakly."
The powers should be better, have better damage, and damge/endurance, and therefore be "worth it" for those taking the powers. They should actually make the player better at fighting, not rather sucky at it.
As far as the Fighting pool goes, I'd be inclined to make Weave the top power, and I'd make the rest open to select without prerequisite.
That way, if you want actual fighting from the pool, you'd probably start with Cross Cut. And if you were looking to pad your defenses, you'd take Tough, then Weave.
Some people would actually take just the Fighting powers, though I imagine it would be few. But at least if it was in your concept to do this, you wouldn't have to raid other pools to pick up better fighting powers (like Air Sup, Jump Kick, and Flurry). You could stick with just the Fighting pool and pick up 3 presumably synergized melee attacks.
I have a sonic def that I always envisioned as being trained as an agent in basic combat in addition to having scientific sonic augmentation. If the melee powers from Fighting are going to be strenthened, then would like to take them, without taking Tough, and I might even leave Weave on the table.
Heck, if they relaxed the restrictions like that, I might even take Phase Shift on a toon for the first time, and try to see if it has any usefulness at all.
I do have one or two ghostly toons where it would make thematic sense if it was more easily obtained.
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Also, Medicine is called Medicine instead of Tasers of Healing. What's up with that? The second name is way more descriptive of what it actually does.
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The pools were meant to supplement and never be better than any primary or secondary powers.
[rant]
My problem is rearranging the set just so min/maxers can get a defense slot mule for another luck of the gambler set with no prereqs.
These are the same folk who successfully beat the devs about the head and shoulders until they gave everyone the Fitness pool because it wasn't fair that they had to make tough choices when choosing their powers while leveling up. The same group that's still whining about making Hasten an intrinsic now that they got the devs to cave on Stamina.
Not every AT gets defense, actually most don't, live with it. Those ATs are trading defense for offense. You shouldn't get both because that makes the game too damn easy. It's not suppose to be easy. Want easy, go install DOOM II and play in god mode. Go to a Field Analyst and turn down the difficulty so your character feels more awesome in battles.
Bumrushing every mob is the equivilent to random button mashing in a console fighting game. You aren't suppose to beat the game that way.
If you don't want to think while playing, go throw birds at pigs, that's a pretty mindless timekiller.
[/rant]
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