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An Alternative to Epic Power Pools

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notears
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An Alternative to Epic Power Pools

So I've been thinking... you know in CoX where heroes and villains had Epic pool powers where you could get powers for your AT that you normally couldn't really get? Well with how we're told how power pools or rather "Tertiaries" work in this game, that wouldn't really work with Epic power pools since those epic power pools would have things we could already get at atleast level 5 I'd imagine. So my idea is rather than having an epic power pool to choose from we could start building our signature powers. Like you know how on the old CoX forums there was this idea for making our signature power at the more epic levels? I want that, a fully customizable power with an hour long recharge that does something really powerful and cool when you activated it.

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Cobalt Azurean
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As much as I enjoyed the EPPs

As much as I enjoyed the EPPs (moreso the Villain Patron pools than the anemic hero ones), I am intrigued by the possibility of Signature Powers. Although I'm not sure how 'signature' they could be if there's a limited selection of pool powers to pick from, however a customizable color palette would help to make them unique to each player. An hour long recharge, though? It must be a beefy power for that level of cooldown.

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Signature Powers has been a

Signature Powers has been a topic for awhile. But as we are not launching at level cap, it's not fully developed. I, for one, would love to hear everyone's ideas.

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One thing about the Patron

One thing about the Patron pools - while I liked them, I didn't like having to select a patron based on how the reward would fit my character concept. I would have liked to have certain gains made that fit my character regardless of who I "served", or even if I chose "none of the above".

There are a couple of games that have something kind of similar and yet are not overly complicated and are quite flexible.

One is Fallout:New Vegas, where there were a *lot* of tweaks and enhancements that could be available to you, but there were certain ones that required you to be a certain level and also have already pursued other abilities. If you went another way with your character, those would remain unavailable to you, but your choices would also unlock certain abilities that others couldn't get because they went another direction. There were a lot to choose from, and you'd never get them all, but they could stack and enhance one another and really wind up being something special.

Another is Borderlands 2, which has several paths for each archetype, and abilities are unlocked in a tree fashion. You don't have to have all the powers below it unlocked, but you do need to have spent enough points in lower powered abilities in order to unlock certain levels. You could create a character that could go "short and wide" with powers, maxing out everything at the lower levels and making those have some real punch, or you could go more "tall and thin", taking just enough to unlock the higher level abilities and then maxing out those effects. You could also take a couple powers from outside your main set that could supplement what you're doing, although in a different way.

I think something along those lines would make them ultimately open to everyone and might spur a lot of respeccing in order to try different things (or just having tons of alts, as I always did). It may also make it so that there was no real "must have" build for certain things, as there could be several "best" combinations of things.

(insert pithy comment here)

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Please correct me if I'm

Please correct me if I'm wrong, but given that tertiary pools are taking a similar role to APPs/PPPs in CoH, when we're talking about "signature powers" I assume that is closer in role to incarnate powers. Personally, I was never a fan of the way those were implemented, as much as I loved the rest of the game.

Firstly, on the subject of recharges as long as an hour, that would generally seem unwise to me. How would you balance such things, if they're supposed to be really impactful? Would you balance an epic fight at the end of TF-style content as if everyone had theirs available? And what happens to a team if they don't? Part of why I didn't like incarnate powers is that they trivialized too much content. The other issue I had with them was that they seemed to make characters less distinct rather than more so; there wasn't anything "signature" about them. Past a certain point, everyone was running around with a big nuke, and pets, and...

So my feeling is that end-tier powers should be designed to enable characters to excel in their classification. I can think of a few ways to do that:

1. Designing signature powers for each classification. Commanders have access to a new control power; stalwarts get a rez, substantial self-heal; etc. These powers could potentially be flavoured to your particular primary powerset also.

2. Metapowers. Things like burnout, power boost and domination from CoH; or buffs to regen/recovery/recharge/momentum generation etc.

3. Tying it to masteries? Perhaps your signature power actually acts as a way to super-charge your mastery benefits for a short time.

And of course some mixture of all three could be possible to provide a variety of choices.

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Primary, Secondary, Tertiary,

Primary, Secondary, Tertiary, Signature.

Signature could be a completely different type of pool with one power that you can modify in various ways, obviously with modifications being a trade-off in some form so that the power doesn't get out of hand, but that maybe you are more and more able to "sculpt" to your desires as you level--and beyond for horizontal progression.

Maybe you only get access to this pool at max level?

Personally, I would find constantly tweaking my signature power as fun and engaging as tweaking my costume and my build--so, another potential fun and positive time-sink in the game!

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I think the signature powers

I think the signature powers ought to be from a set that accesses graphics unavailable to other powers, so that when you pop one, newbies go "OOOOHHH, what is THAT?!?! I gotta get me one of them!"

I think they should be powerful, long-recharge time powers, possibly with self debuffs, like self immob while activating, intrerrupt times, self knockdown or even "suicide" effects where you knock yourself unconscious when performing them. Stuff like high AoE damage/debuff nukes and Moment of Glory come to mind.

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Pyromantic wrote:
Pyromantic wrote:

3. Tying it to masteries? Perhaps your signature power actually acts as a way to super-charge your mastery benefits for a short time.

This got me thinking in a completely new direction. The concept behind Mastery Powers being the key method(s) for how your character plays within their Classification.

What if your "signature power" drove your combination of Mastery Powers in more refined or even new directions further reinforcing or widening your character's play style. Even if it is something that happens for a brief time or is used up on activation. Might even make a nice possible horizontal advancement system for level cap.

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I read every one is debatting

I read every one is debatting on what could be this epic power. But, i wonder … from where it comes ?
(i'll go from the idea that CoT will ask from where our powers come from)
Ok, we have a class power, masteries to precise them, tiers to choose the way they work, a momentum to boost them... But, from where do all of this come from ?

The fundation of all of this, is, to my mind, the nature of your mutation. Is this a natural mutation ? a accidental one ? maybe you are the result of an exprience from your childhood ? Whatever... You choose this for your character story at the beginning. And what ?
Maybe this epic powers could be a power linked to your nature. Maybe you could choose one from 3, 4 or 5 powers and then customized it like the powers but only after having finish an epic [customized from your past] quest :) like something Bonus.
Of course, it's important to know what you'll have at end in order to not be desappointed since we can't change. The description, the way it looks, seing an exemple before finishing the quest, are important to me.

It don't think an epic power should come from your class because every one will have the same and it will not be "EPIC" to have it like that. If the power is EPIC, it should be at least as "emotive" as the way "Momentum" was describes, it should be hard to gain. It's an Epic power, only the ones can have it, it's not like knowing how to shot with a blaster from your eyes ^^

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Hey!

Hey!

Since it makes sense for your epic power to use Momentum anyway, what if it were, as many have suggested, a truly epic, fight-turning power with unique graphics *that you needed to build up your Momentum to a certain level to use, and then it completely blew out your Momentum.

This could be Mastery enhancing like Pyro and Tannim suggest, OR a full blown attack or defensive power.

DCUO has something similar--but not at all the same--as this and it works well.

Also, this is very fitting for the comic book genre--a la Johnny Storm's Nova Burst or Wolverine's beserker rage.

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Pyromantic
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Tannim222 wrote:
Tannim222 wrote:

This got me thinking in a completely new direction. The concept behind Mastery Powers being the key method(s) for how your character plays within their Classification.
What if your "signature power" drove your combination of Mastery Powers in more refined or even new directions further reinforcing or widening your character's play style. Even if it is something that happens for a brief time or is used up on activation. Might even make a nice possible horizontal advancement system for level cap.

Happy to hear that.

I was thinking about it more this morning and it occurred to me that part of the difficulty in addressing the issue is that we're not sure what exactly is covered by the existing power structure. I'm assuming that you've already built into the system a "set-defining" power for each option, in the same vein as fulcrum shift, control set pets, blaster nukes etc. (How well each particular set's tier 9 accomplished that task in CoH is another matter of course.) From what has been revealed about aesthetic decoupling, it also seems that any "signature power" system should follow in the same vein, and so I don't see that animations are really what would set them apart, except perhaps in scope. But as you said Tannim222, masteries are a key manner in which a character's mechanical distinctiveness is created, if I understand correctly. So it would seem logical that signature powers would be an extension of that system in some manner.

Perhaps you get access to a higher tier mastery or there are new mastery options intended to add breadth. These options could include (customizable) powers for those wishing to go that route.

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I wonder if the signature

I wonder if the signature power could be something that could be tweaked or leveled endlessly. So for instance leveling from 1-49 took X exp going from 49-50 takes Y which is 2X exp taking your signature power awarded at 50 to level 1 where you can install your first mod would take 2Y the second level up of this power would take 3Y. etc etc realistically getting a few slots isn't awful (it's a lot of work) but it's not impossible Especially if its a main character. After that continuing to push it further is the equivalent of leveling 10-15 characters to 50. Alternatively there could be a set number of slots for mods but you could change those for every Y amount of exp. So you could modify that Sig power to whatever the FOTM was dramatically changing your character to meet new challenges.

Just a couple ideas on it, given only the smallest amount of information. In my mind there is only 1 signature power per character, so that could substantially alter how all this works. The general idea is that the power is leveled up not the character. I wrote a little bit on a similar skill system where the enemies are all the same difficulty but the powers can be improved with practice. The more often you use fly the more often you can insert efficiency bonuses or speed bonuses or modify it to grant to other users. From there you could branch it into multiple powers. One that is super fast but burns lots of energy or one that is balanced or one that is slow but uses hardly any energy. Using a scheme like that could mesh well with COTs "aug-mod" system.

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Pyro, you bring up some very

Pyro, you bring up some very good points there.

As we don't really know much beyond basic layout about what the types and scope of powers that will be in primary, secondary and tertiary sets, and since MWM has said that tertiary sets will be collectively broad enough to round out any build, the only other option to masteries I can think of would be the ability to increase the base powerlevel of one (maybe two) tertiary power(s) to that of a primary power.

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Grimfox wrote:
Grimfox wrote:

I wonder if the signature power could be something that could be tweaked or leveled endlessly. So for instance leveling from 1-49 took X exp going from 49-50 takes Y which is 2X exp taking your signature power awarded at 50 to level 1 where you can install your first mod would take 2Y the second level up of this power would take 3Y. etc etc realistically getting a few slots isn't awful (it's a lot of work) but it's not impossible Especially if its a main character. After that continuing to push it further is the equivalent of leveling 10-15 characters to 50. Alternatively there could be a set number of slots for mods but you could change those for every Y amount of exp. So you could modify that Sig power to whatever the FOTM was dramatically changing your character to meet new challenges.

I like this.
The name "Signature Power" evokes images of an ability that a given hero uses a LOT, not once in a rare while when the situation calls for it and it's recharged.

It could be as simple as picking one of your regular powers to be your Sig and being able to add more slots than usual. The augments and refinements would be subject to the same diminishing returns so you'd be incentivized to add different types.

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Some further thoughts.

Some further thoughts.

The main reason a long-recharge, huge effect power concerns me is that it potentially creates a large gap between a team's typical effectiveness and peak effectiveness. I foresee a situation in which everyone saves their ultimate powers for a large boss fight, at which point they all get tossed out at once. Rather than it being a defining moment, I expect it would turn into a flurry of big indistinguishable effects that neuter a genuine challenge. However, it may be possible to resolve this issue by making use of the momentum system. Large effects like this, for those who want them, may require a high momentum cost rather than a long recharge, which would carry with it a need to generate that momentum and the opportunity cost of not using it in other ways.

I was further thinking about the subjective idea that signature powers should be a representation of your primary rather than some other effect. Otherwise, to me it would seem bizarre that your "signature power" is something completely different than what you typically excel at. To that effect it may be better to select one of your existing powers as a signature power. You could add further augments/refinements to it. These could be regular ones (I see I was just ninja'd by Rigel on this idea), but could also be special signature augments that change the fundamental assumptions of the power. Perhaps they beef up the base damage, add a secondary effect, allow you to take the best of two hit checks to become more reliable (which could be especially useful for landing important CC powers), reduce the base recharge, and so on.

I imagine, for example, that if I was playing a fire controller in CoH under such a system, I might choose as my signature power Char if I wanted to become a ST hold specialist, Hot Feet for more damage, Flashfire for more powerful AoE control, or Fire Imps to become a kind of pet master.

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Well by signature power I

Well by signature power I mean more of like, you know when you're fighting signature heroes and villains, and they have that one power that they use that's both really powerful and that you can't get anywhere else like Statesman power to just surround everything in electricity or Tyrants high power eye beams? THAT is what I'm talking about, and that is why I think it should take an hour to recharge alright? This isn't some small power where you hit and it's like a level 1 power.... this is something like, you snap your fingers and everyone around you freezes in place for a minute no matter what, this is like a full on nuke that you can get in that PVP, this you click this button and you fully heal all your damage and you become completely immune to both control effects and damage for a full minute. This is a big HUUUUGE power!! It's also not one where you have to pick a prebuilt one off the shelf, this is something you are actively customizing MECHANICLY, you decide what damage this thing does, you decide what control effects it applies, you decide everything completely and utterly about how this power functions!! That is my suggestion!!

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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notears
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Pyromantic wrote:
Pyromantic wrote:

Some further thoughts.
The main reason a long-recharge, huge effect power concerns me is that it potentially creates a large gap between a team's typical effectiveness and peak effectiveness. I foresee a situation in which everyone saves their ultimate powers for a large boss fight, at which point they all get tossed out at once. Rather than it being a defining moment, I expect it would turn into a flurry of big indistinguishable effects that neuter a genuine challenge. However, it may be possible to resolve this issue by making use of the momentum system. Large effects like this, for those who want them, may require a high momentum cost rather than a long recharge, which would carry with it a need to generate that momentum and the opportunity cost of not using it in other ways.
I was further thinking about the subjective idea that signature powers should be a representation of your primary rather than some other effect. Otherwise, to me it would seem bizarre that your "signature power" is something completely different than what you typically excel at. To that effect it may be better to select one of your existing powers as a signature power. You could add further augments/refinements to it. These could be regular ones (I see I was just ninja'd by Rigel on this idea), but could also be special signature augments that change the fundamental assumptions of the power. Perhaps they beef up the base damage, add a secondary effect, allow you to take the best of two hit checks to become more reliable (which could be especially useful for landing important CC powers), reduce the base recharge, and so on.
I imagine, for example, that if I was playing a fire controller in CoH under such a system, I might choose as my signature power Char if I wanted to become a ST hold specialist, Hot Feet for more damage, Flashfire for more powerful AoE control, or Fire Imps to become a kind of pet master.

Oh yeah that's a much better idea!! Oh what if it's not even a long recharge power but it's something where how "big" it is depends on how much momentum you cram into it? Like if you activate it without any momentum it's like a 1st level burning attack, but when you cram all the momentum you can into it It's like a big DBZ attack!!

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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notears
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Okay new idea, so here's my

Okay new idea, so here's my idea, so when you hit the more epic levels starting at like level 40 I imagine, you can start construction on your own signature power, but it starts off small, not 1st level small but small for being what it is. You choose whether it's an attack, or a control attack, or a self or targeted buff or debuff, and you choose what damage it does, or what control effect it does, or what exactly it buffs or debuffs. However it's also the start of a skill tree, which has more options for it, for example you could make you signature power attack be an AoE effect, or turn it into a sniper attack, you could make your control effect do damage that you choose, or make it effect more people, you could turn your self buff into a toggle or make your targeted buff, buff something additional, or your debuff can do damage, all this different stuff. Then at level 45 you learn about "pushing" your signature attack, you can enhance it, make it even more powerful by putting your momentum into it, like about 3 things of reserves, and you get another tree depending on what you chose for this additional effect, you can have it so that your attack has a chaining effect, you can make it so that your snipe attack turns into an AoE effects, your control effects can control all the more harder or infect those around them so that whoever is standing near them becomes controlled as well. Then at level 50 you can unleash your ultimate technique, and in order to do this you have to have full, 100% momentum in your reserves and in your bar, and once you activate that power it consumes all of it but, the effect becomes overpoweringly huge, and you can choose how!! You can't be hurt for a full minute, or you attack does WAY more damage, or nobody can resist your control effect no matter what for a full minute, that kind of stuff.

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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When I think of signature

When I think of signature powers, I think of the Bankai from Bleach. but then I realize that would ruin game balance and would be nearly impossible to make enough variations to make it seem [i]signature[/i]. And then I also got to thinking that not every character has the same kinds of superpowers or no superpowers at all. I'm sure some people want to play a Punisher-esque character. Some people may want to play a Batman-esque character, or any number of possible origins. So trying to create unique-enough powers for all the different possible combinations would make me whimper like a puppy at the top of the stairs.

Rather, I like the idea of combining Masteries with Momentum.

Pyromantic has basically set forth all the reasons why this would be good so I don't feel like I need to repeat everything he or she already said.

Lets say that we are given a choice of options with each increase in mastery. At the highest tier of mastery, one of the options could be a momentum based ability. This would be our [i]signature[/i] ability. Since there are a finite number of masteries available and since momentum abilities can't be hoarded like long cool-down abilities can, we start off with a known scope of work that won't unbalance content.
Add the ability to customize the appearance, and we can pretty much guarantee that each character in the game will have a signature ability that is nearly unique. (unless we get into Flavor-of-the-Month builds, but it is hard to prevent those from happening, so I wouldn't consider FoM into the argument)

[b]example[/b]
A healer character named Bloodvine wants to masterize in single-target, massive emergency heals; and her friend Nurse Ratchet, another healer, wants to master area heals-over time.
Bloodvine chooses the Lifesurge single-target heal path for her mastery, which gives her a signature ability that not only heals one target to full health instantly, but it adds 25% of that target's total hit points to the target's maximum hit points permanently (this surplus health can't be healed). Visually, Bloodvine chooses a red vine-like tether between her and her assist target. As her momentum grows, the tether gets stronger. She can change targets at any time and she can activate it at any time; but if she doesn't have a full momentum bar it won't have the [i]signature[/i] effect. When she activates her [i]signature[/i] Lifesurge, the vine erupts like burst firehose of blood. If she had chosen singe target heals-over-time, the red vine would throb like a pulsing pumping vein instead. If she had chosen a different appearance, instead of a vine she could have chosen a clear tube of glowing green phosphorescent elixer or perhaps instead of a tether at all, she would have a Heads Up Display putting a target reticle on her ally so she can launch an enormous syringe into him or her.

Since Nurse Ratchet masterized into area of effect heals over time, on the other hand, he chooses Euphoria Cloud ability as his [i]signature[/i] ability. With this he can choose a cloud of cherry blossom petals, daisy flowers, nanobots, syringes, bumblebees, or a whole litany of other swarm-like, surface-covering or volume filling effects. Since he is a cybernetic technological healer, he chooses the nanobot swarm appearance with the shimmering effect of shiny blinking computer chips. Now when his momentum starts increasing, the appearance of a sphere of these nanobots starts growing and growing. He can activate it at any time, but when his momentum reaches full and he triggers it, it explodes into an enormous room-filling cloud of shimmering blinking computer chips that coat every ally and enemy. On allies, the nanobots provide a heal over time of 5% total health per second for the next 20 seconds. On enemies, the nanobots prevent healing up to 5% of their total health per second for the next 20 seconds. You can see the effect as a texture on the characters for the entire time it is active. If he had chosen AoE one-time heals, perhaps it would have put a small robot on everyone that heals 33% the next time that character is less than 66% health. Or maybe his healing mastery is in into AoE damage absorption instead of damage repair and so would choose to cover his allies in a kinetic liquid that absorbs the next 150HP taken.

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notears
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Huckleberry wrote:
Huckleberry wrote:

When I think of signature powers, I think of the Bankai from Bleach. but then I realize that would ruin game balance and would be nearly impossible to make enough variations to make it seem signature. And then I also got to thinking that not every character has the same kinds of superpowers or no superpowers at all. I'm sure some people want to play a Punisher-esque character. Some people may want to play a Batman-esque character, or any number of possible origins. So trying to create unique-enough powers for all the different possible combinations would make me whimper like a puppy at the top of the stairs.
Rather, I like the idea of combining Masteries with Momentum.
Pyromaniac has basically set forth all the reasons why this would be good so I don't feel like I need to repeat everything he already said.
Lets say that we are given a choice of options with each increase in mastery. At the highest tier of mastery, one of the options could be a momentum based ability. This would be our signature ability. Since there are a finite number of masteries available and since momentum abilities can't be hoarded like long cool-down abilities can, we start off with a known scope of work that won't unbalance content.
Add the ability to customize the appearance, and we can pretty much guarantee that each character in the game will have a signature ability that is nearly unique. (unless we get into Flavor-of-the-Month builds, but it is hard to prevent those from happening, so I wouldn't consider FoM into the argument)
example
A healer character named Bloodvine wants to masterize in single-target, massive emergency heals; and her friend Nurse Ratchet, another healer, wants to master area heals-over time.
Bloodvine chooses the Lifesurge single-target heal path for her mastery, which givers her a signature ability that not only heals one target to full health instantly, but it adds 25% of that target's total hit points to the target's maximum hit points permanently (this surplus health can't be healed). Visually, Bloodvine chooses a red vine-like tether between her and her assist target. As her momentum grows, the tether gets stronger. She can change targets at any time and she can activate it at any time; but if she doesn't have a full momentum bar it won't have the signature effect. When she activates her signature Lifesurge, the vine erupts like burst firehose of blood. If she had chosen singe target heals-over-time, the red vine would throb like a pulsing pumping vein instead. If she had chosen a different appearance, instead of a vine she could have chosen a clear tube of glowing green phosphorescent elixer or perhaps instead of a tether at all, she would have a Heads Up Display putting a target reticle on her ally so she can launch an enormous syringe into him or her.
Since Nurse Ratchet masterized into area of effect heals over time, on the other hand, he chooses Euphoria Cloud ability as his signature ability. With this he can choose a cloud of cherry blossom petals, daisy flowers, nanobots, syringes, bumblebees, or a whole litany of other swarm-like, surface-covering or volume filling effects. Since he is a cybernetic technological healer, he chooses the nanobot swarm appearance with the shimmering effect of shiny blinking computer chips. Now when his momentum starts increasing, the appearance of a sphere of these nanobots starts growing and growing. He can activate it at any time, but when his momentum reaches full and he triggers it, it explodes into an enormous room-filling cloud of shimmering blinking computer chips that coat every ally and enemy. On allies, the nanobots provide a heal over time of 5% total health per second for the next 20 seconds. On enemies, the nanobots prevent healing up to 5% of their total health per second for the next 20 seconds. You can see the effect as a texture on the characters for the entire time it is active.

Sooo, basicly the idea I had directly above your post, but you have to give up your mastery and you have to pick a prebuilt power?

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Huckleberry
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notears wrote:
notears wrote:

Sooo, basicly the idea I had directly above your post, but you have to give up your mastery and you have to pick a prebuilt power?

I guess so. I had been working on my response so long, leaving it up in draft form over lunch, that I guess we must have been thinking the same things at the same time.
You know what they say about great minds. I suppose it must be true of insane minds too now.

[hr]I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.

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Huckleberry wrote:
Huckleberry wrote:

notears wrote:
Sooo, basicly the idea I had directly above your post, but you have to give up your mastery and you have to pick a prebuilt power?
I guess so. I had been working on my response so long, leaving it up in draft form over lunch, that I guess we must have been thinking the same things at the same time.

Eh, it happens :]

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Though in all honesty, I don

Though in all honesty, I don't think we shouldn't have to give up our mastery to to get a signature power, EPP and PPP in CoX didn't require us to get rid of our inherits, and this supposed be our version of EPPs and PPPs so why should we give up our mastery for it? It should be an additional thing, and it shouldn't be something where you pick something prebuilt either. This is your signature power, it's something that should be more yours than anything in the game, we should be able to customize it mechanicly, because if I pick one attack and someone picks that same attack, then it doesn't really feel that special, no matter what they look like. Mechanical customization is a big thing about this power!!

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Huckleberry
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notears wrote:
notears wrote:

Though in all honesty, I don't think we shouldn't have to give up our mastery to to get a signature power, EPP and PPP in CoX didn't require us to get rid of our inherits, and this supposed be our version of EPPs and PPPs so why should we give up our mastery for it? It should be an additional thing, and it shouldn't be something where you pick something prebuilt either. This is your signature power, it's something that should be more yours than anything in the game, we should be able to customize it mechanicly, because if I pick one attack and someone picks that same attack, then it doesn't really feel that special, no matter what they look like. Mechanical customization is a big thing about this power!!

Who's saying you should give up a mastery? I would think we are proposing just the opposite. I would say that it is the culmination of, nay, the fulfillment of our mastery.

[hr]I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.

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Please keep continuing the

Please keep continuing the discussion. I want to point out thst some Mastery powers in each Class make use of Momentum, but not all do. And none of the Mastery Powers are themsevles an extra-activation power. So no extra buttons to activate them. Certainly a "signature power" related to mastery powers may change any of that. It is also possible that a Mastery-related signature power can also be keyed to a particular power in a power set.

[hr]I don't use a nerf bat, I have a magic crowbar!
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notears
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Huckleberry wrote:
Huckleberry wrote:

notears wrote:
Though in all honesty, I don't think we shouldn't have to give up our mastery to to get a signature power, EPP and PPP in CoX didn't require us to get rid of our inherits, and this supposed be our version of EPPs and PPPs so why should we give up our mastery for it? It should be an additional thing, and it shouldn't be something where you pick something prebuilt either. This is your signature power, it's something that should be more yours than anything in the game, we should be able to customize it mechanicly, because if I pick one attack and someone picks that same attack, then it doesn't really feel that special, no matter what they look like. Mechanical customization is a big thing about this power!!
Who's saying you should give up a mastery? I would think we are proposing just the opposite. I would say that it is the culmination of, nay, the fulfillment of our mastery.

Well changing it to such a degree that it's not passive anymore is pretty much the same thing, well to me atleast. If your surprise strike turns from a passive that let's you deal extra damage to people who aren't targeting you to something like a missle barrage, sure your mastery still exists but as a totally different thing. Even if you say you still have the "surprise strike" passive effect, you still have to consider that masteries are tied specifically to your primary powerset, so it would mean that the choices from that have to relate to that primary. A melee type of guy would only be able get a melee type of signature power, that melee guy can't pick up a rifle as his signature power, or if he's a battlemage type he can't have a control spell as his signature power. There would be a bigger limit on creativity with your way, and a smaller amount of creativity for a CoX successor, let alone a superhero MMO isn't in the vein of what is basicly the most fantastical genre out there!!!

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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notears
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Tannim222 wrote:
Tannim222 wrote:

Please keep continuing the discussion. I want to point out thst some Mastery powers in each Class make use of Momentum, but not all do. And none of the Mastery Powers are themsevles an extra-activation power. So no extra buttons to activate them. Certainly a "signature power" related to mastery powers may change any of that. It is also possible that a Mastery-related signature power can also be keyed to a particular power in a power set.

Glad we can help :]

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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notears wrote:
notears wrote:

Well changing it to such a degree that it's not passive anymore is pretty much the same thing, well to me atleast. If your surprise strike turns from a passive that let's you deal extra damage to people who aren't targeting you to something like a missle barrage, sure your mastery still exists but as a totally different thing. Even if you say you still have the "surprise strike" passive effect, you still have to consider that masteries are tied specifically to your primary powerset, so it would mean that the choices from that have to relate to that primary. A melee type of guy would only be able get a melee type of signature power, that melee guy can't pick up a rifle as his signature power, or if he's a battlemage type he can't have a control spell as his signature power. There would be a bigger limit on creativity with your way, and a smaller amount of creativity for a CoX successor, let alone a superhero MMO isn't in the vein of what is basicly the most fantastical genre out there!!!

What you describe here as a weakness, I see as a strength of tying it to masteries. We're talking about a "signature power," and if that describes the use of a rifle by a particular character, then that character should probably be made using the ranged damage classification. From what we already know it appears there is nothing preventing you from creating a character that has a melee damage classification but also uses a rifle by selecting the appropriate tertiary. I think this is a situation in which opening up options too much limits creativity more than enhances it, because it can dilute the distinctiveness that comes from excelling in the area of your selected classification. After all, if you want to take the position that your most effective powers do not come from your selection of classification/specification, then why have that system at all?

What I currently imagine is a system in which you continue along your chosen mastery path until the upper levels, at which point certain "epic mastery" options open up.

Let us suppose that by level 40 you have received 4 mastery selections. Perhaps you have taken tier 3 in 1 mastery and tier 1 in another, or tier 2 in 2 masteries, or what have you. You receive 2 or 3 more mastery selections on your way to 50, with the following options:

1. Continue taking standard masteries. In that way, you could perhaps reach tier 3 in 2 different masteries, or widen your character further as you wish.

2. Epic power masteries. These are additional power selections of the sort mentioned in this thread so far.

3. Signature power enhancements. You select one of your existing powers to enhance with an effect. Some brainstorm possibilities:
[list][*]ST holds - receive a base damage buff making them competitive with blasts.
[*]Lingering control - a control power has an extended duration but with reduced effect. In CoH terms, a 10 second mag 3 hold might receive an additional 5 seconds at mag 2, and 5 more seconds at mag 1.
[*]Pets - receive additional toughness, damage, or even powers in their repertoire.
[*]AoE damage - increased area and maximum number of targets.
[*]ST damage powers - choose from possible secondary effects.
[*]Heals - shortened recharge, cost or activation time when used on targets in peril.
[*]All powers - better base stats.[/list]

[url=https://cityoftitans.com/forum/compilation-information-city-titans](Unofficial) Compilation of Information on City of Titans[/url]

notears
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Pyromantic wrote:
Pyromantic wrote:

notears wrote:
Well changing it to such a degree that it's not passive anymore is pretty much the same thing, well to me atleast. If your surprise strike turns from a passive that let's you deal extra damage to people who aren't targeting you to something like a missle barrage, sure your mastery still exists but as a totally different thing. Even if you say you still have the "surprise strike" passive effect, you still have to consider that masteries are tied specifically to your primary powerset, so it would mean that the choices from that have to relate to that primary. A melee type of guy would only be able get a melee type of signature power, that melee guy can't pick up a rifle as his signature power, or if he's a battlemage type he can't have a control spell as his signature power. There would be a bigger limit on creativity with your way, and a smaller amount of creativity for a CoX successor, let alone a superhero MMO isn't in the vein of what is basicly the most fantastical genre out there!!!
What you describe here as a weakness, I see as a strength of tying it to masteries. We're talking about a "signature power," and if that describes the use of a rifle by a particular character, then that character should probably be made using the ranged damage classification. From what we already know it appears there is nothing preventing you from creating a character that has a melee damage classification but also uses a rifle by selecting the appropriate tertiary. I think this is a situation in which opening up options too much limits creativity more than enhances it, because it can dilute the distinctiveness that comes from excelling in the area of your selected classification. After all, if you want to take the position that your most effective powers do not come from your selection of classification/specification, then why have that system at all?
What I currently imagine is a system in which you continue along your chosen mastery path until the upper levels, at which point certain "epic mastery" options open up.
Let us suppose that by level 40 you have received 4 mastery selections. Perhaps you have taken tier 3 in 1 mastery and tier 1 in another, or tier 2 in 2 masteries, or what have you. You receive 2 or 3 more mastery selections on your way to 50, with the following options:
1. Continue taking standard masteries. In that way, you could perhaps reach tier 3 in 2 different masteries, or widen your character further as you wish.
2. Epic power masteries. These are additional power selections of the sort mentioned in this thread so far.
3. Signature power enhancements. You select one of your existing powers to enhance with an effect. Some brainstorm possibilities:ST holds - receive a base damage buff making them competitive with blasts.
Lingering control - a control power has an extended duration but with reduced effect. In CoH terms, a 10 second mag 3 hold might receive an additional 5 seconds at mag 2, and 5 more seconds at mag 1.
Pets - receive additional toughness, damage, or even powers in their repertoire.
AoE damage - increased area and maximum number of targets.
ST damage powers - choose from possible secondary effects.
Heals - shortened recharge, cost or activation time when used on targets in peril.
All powers - better base stats.

Limiting creativity in a super hero game isn't a strength, I don't care what it is, I mean what if Hellboy couldn't take out that big gun of his just because he was clearly a primarily melee character? Or what if Genji from overwatch couldn't take his blade out just because he was a primarily a ranged character? This genre is made up of wonderful and impossible things, it has archers who can use their bows as melee weapons just as effectively as a ranged weapon, it has mages who are master of both spell and sword, aliens that can cut through steel with their heat vision just as much as they can punch it in half, and this game is clearly trying to let us do that with these alternate secondaries with thing like melee character getting support powers as an alternate, or tankers getting ranged attacks. People keep saying it should be attached to your classification but nobody is saying why it should!! It doesn't serve the genre, and since characters can already get powers outside of their specializations what with tertiary powers being a thing it's not something that going to upset the balance of the game!! You're not even arguing anymore!! You're just saying "Mine is the correct way because mine is the correct way" and then talking as if that was enough to convince me!!

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Huckleberry
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Tannim222 wrote:
Tannim222 wrote:

Please keep continuing the discussion. I want to point out thst some Mastery powers in each Class make use of Momentum, but not all do. And none of the Mastery Powers are themsevles an extra-activation power. So no extra buttons to activate them. Certainly a "signature power" related to mastery powers may change any of that. It is also possible that a Mastery-related signature power can also be keyed to a particular power in a power set.

In my head, this is kind of what I was thinking.

I figured that masteries gave a combination of passives and modifications to our already-slotted powers/abilities.
And I figured that each power set would have some sort of signature power or powers, not to be confused with a character's [i]signature[/i] power. For some power sets it might be one of the first abilities you learn, kind of your bread-and-butter ability, without which you wouldn't be what you are. For other power sets (I'm thinking of you Hunter Rangers) maybe it is their highest tier super blaster attack. But in any case, whatever your mastery builds upon, the [i]signature power[/i] picks the power/ability that best exemplifies that mastery and makes it more super awesome when you have full momentum.

One of the things I mentioned was that different powersets and different origins (I know we don't have origins in game, but that won't stop players from creating their own lore origins) wouldn't be appropriate for some [i]signature[/i] powers and some would not.

For instance, let's say that we have a street vigilante a-la Punisher style. What sort of signature power would he have, considering a mundane modern technology level and no superpowers? Maybe he really could launch a missile from his battle van parked three blocks away. If he wanted to masterize in big explosive style damage. But if he wanted to be more tactical, maybe he could spread mines or explosive caltrops all over the battlefield that cause damage to any enemies that move. Or maybe he wants to be a sniper and has a one-shot Gauss cannon or a [url=http://www.youtube.com/watch?v=O164pnjpRz0]180 round metalstorm package[/url] he needs to recharge.
But all those difference could just be resolved with an aesthetics package. The fundamental power could just as easily be represented as a plant-based or a future tech-based or a ice-based ability.

But what if he just wants to fire without reloading?

An [url=http://www.youtube.com/watch?v=MLW0SHLJecM]unlimited magazine[/url] that eliminates all cooldowns for 15 to 20 seconds could be a signature power too, right?
Yet again, it could just as easily be explained away as a berzerker mode for a porcupine quill spitting creature or supernova for a fire thrower or going all in for a cyborg with a weaponized body.

Try as I might, I can't think of a power that can't be aesthetically depicted any other way. The more I think about it, the more I realize that aesthetic decoupling allows us to make any ability or action fit any powerset and origin.

I would be interested in seeing what kind of [i]signature[/i] powers we could come up with for pets masters.

And defensive masteries? What about @Redlynnes famous no-hitsu jutsu? I can see masteries buffing that to exceeding levels, so what room would there be left for a [i]signature[/i] power? Perhaps a guaranteed next hit will miss. That sounds pretty unremarkable against your average street thug, but it would be crucial if you saw the raid boss was going to let loose with his ultimate face-removing ignited belch attack.

Playing Devil's advocate... what if a player has a mastery in no-hitsu jutsu but wants her [i]signature[/i] power to be offensive? hmmm.... would we want to make that possible? would that signature power be the same effectiveness as the same signature power for someone who did master in it?

EDIT: I did it again. Took me so long to craft my entry that you guys already started talking about that last bit: Mastery in one thing / signature power in another.

[hr]I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.

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notears wrote:
notears wrote:

Limiting creativity in a super hero game isn't a strength, I don't care what it is, I mean what if Hellboy couldn't take out that big gun of his just because he was clearly a primarily melee character? Or what if Genji from overwatch couldn't take his blade out just because he was a primarily a ranged character? This genre is made up of wonderful and impossible things, it has archers who can use their bows as melee weapons just as effectively as a ranged weapon, it has mages who are master of both spell and sword, aliens that can cut through steel with their heat vision just as much as they can punch it in half, and this game is clearly trying to let us do that with these alternate secondaries with thing like melee character getting support powers as an alternate, or tankers getting ranged attacks. People keep saying it should be attached to your classification but nobody is saying why it should!! It doesn't serve the genre, and since characters can already get powers outside of their specializations what with tertiary powers being a thing it's not something that going to upset the balance of the game!! You're not even arguing anymore!! You're just saying "Mine is the correct way because mine is the correct way" and then talking as if that was enough to convince me!!

I'm sorry but I don't think you read what I actually wrote with care, and I'd appreciate you neither changing my arguments or saying I'm not making any. I'm certainly not saying that limiting creativity is a strength. I'm saying that there are situations in which providing more options actually results in limiting creativity. While that may seem counterintuitive, I find it true nonetheless.

Let me repeat the question I asked earlier: if your most effective powers do not come from your selection of classification and specification, then why do we introduce classification and specification in the first place? This is [I]not[/I] to my understanding a freeform power selection game. What information we have is that you have the option to take powers outside your classification/specification already by taking tertiaries, but those powers are [I]deliberately reduced in scope compared to their primary/secondary counterparts.[/I] With that in mind, I find it contradictory to now suggest that a character should be able to take a character-defining power outside that scope.

By all means, make Hellboy. Take a melee/defense classification/specification, add a ranged damage tertiary, and select appropriate animations. Nothing I've suggested prevents you from doing that.

[url=https://cityoftitans.com/forum/compilation-information-city-titans](Unofficial) Compilation of Information on City of Titans[/url]

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notears wrote:
notears wrote:

Limiting creativity in a super hero game isn't a strength, I don't care what it is, I mean what if Hellboy couldn't take out that big gun of his just because he was clearly a primarily melee character? Or what if Genji from overwatch couldn't take his blade out just because he was a primarily a ranged character? This genre is made up of wonderful and impossible things, it has archers who can use their bows as melee weapons just as effectively as a ranged weapon, it has mages who are master of both spell and sword, aliens that can cut through steel with their heat vision just as much as they can punch it in half, and this game is clearly trying to let us do that with these alternate secondaries with thing like melee character getting support powers as an alternate, or tankers getting ranged attacks.

I'm going to side with Pyromantic on this again. What you describe above are wonderful secondary and tertiary power sets. But all those things aren't [i]Signature[/i].
Like you say, no one is telling anyone they can't do anything. If the melee character wants to use a gun he can. If the archer wants to use her bow for melee she can. If the alien wants to use his laser vision he can. But what is their [i]Signature[/i] power?
Hellboy has his rock fist.
Green arrow has that incredibly diverse arsenal in his quiver.
And Superman? The Man of Steel's [i]signature[/i] is that he is impervious to everything (except kryptonite).

So it is with our characters. I would think that aligning our [i]signature[/i] power with our mastery not only makes sense but like Pyromantic said; it is not limiting anyone, it is enabling them to really stand out in their own way.

The only problem I see with this is that if Masteries have already been balanced, would this now make it so [i]signature powers[/i] become the de-facto maximum level of mastery?

When I first started talking about this, I wanted to make signature powers an option in the mastery tree. I still do. I think signature powers should be an optional choice to some other way of expressing a mastery. In this line of thinking, a [i]signature[/i] power is an [u]active[/u] manifestation of mastery, while the other option(s) available would continue to be passive modifiers as Tannim discussed above. The tradeoff would be to choose a more powerful manifestation that can be triggered when you want it, but only be used sparingly, or a less powerful manifestation that is always there?

[hr]I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.

notears
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Pyromantic wrote:
Pyromantic wrote:

notears wrote:
Well changing it to such a degree that it's not passive anymore is pretty much the same thing, well to me atleast. If your surprise strike turns from a passive that let's you deal extra damage to people who aren't targeting you to something like a missle barrage, sure your mastery still exists but as a totally different thing. Even if you say you still have the "surprise strike" passive effect, you still have to consider that masteries are tied specifically to your primary powerset, so it would mean that the choices from that have to relate to that primary. A melee type of guy would only be able get a melee type of signature power, that melee guy can't pick up a rifle as his signature power, or if he's a battlemage type he can't have a control spell as his signature power. There would be a bigger limit on creativity with your way, and a smaller amount of creativity for a CoX successor, let alone a superhero MMO isn't in the vein of what is basicly the most fantastical genre out there!!!
What you describe here as a weakness, I see as a strength of tying it to masteries. We're talking about a "signature power," and if that describes the use of a rifle by a particular character, then that character should probably be made using the ranged damage classification. From what we already know it appears there is nothing preventing you from creating a character that has a melee damage classification but also uses a rifle by selecting the appropriate tertiary. I think this is a situation in which opening up options too much limits creativity more than enhances it, because it can dilute the distinctiveness that comes from excelling in the area of your selected classification. After all, if you want to take the position that your most effective powers do not come from your selection of classification/specification, then why have that system at all?
What I currently imagine is a system in which you continue along your chosen mastery path until the upper levels, at which point certain "epic mastery" options open up.
Let us suppose that by level 40 you have received 4 mastery selections. Perhaps you have taken tier 3 in 1 mastery and tier 1 in another, or tier 2 in 2 masteries, or what have you. You receive 2 or 3 more mastery selections on your way to 50, with the following options:
1. Continue taking standard masteries. In that way, you could perhaps reach tier 3 in 2 different masteries, or widen your character further as you wish.
2. Epic power masteries. These are additional power selections of the sort mentioned in this thread so far.
3. Signature power enhancements. You select one of your existing powers to enhance with an effect. Some brainstorm possibilities:ST holds - receive a base damage buff making them competitive with blasts.
Lingering control - a control power has an extended duration but with reduced effect. In CoH terms, a 10 second mag 3 hold might receive an additional 5 seconds at mag 2, and 5 more seconds at mag 1.
Pets - receive additional toughness, damage, or even powers in their repertoire.
AoE damage - increased area and maximum number of targets.
ST damage powers - choose from possible secondary effects.
Heals - shortened recharge, cost or activation time when used on targets in peril.
All powers - better base stats.

Wait sorry, I didn't read all that... was in the heat of the moment and I jumped the gun you know how it is... alright so you're whole thing about a signature power being tied to your classification makes sense... kind of... we still have to keep in mind how creative the community can be when you consider that the players of CoX made their own ATs in a way what with blappers, huntsmen and the like. Heck from what I understand Lord Nightmare managed to turn a corrupter into a tank if you can believe that. When this game comes out people are going to make their classes that the devs aren't even going to be able to imagine right now, like awesome stuff, like solo "support" types who focus a whole lot on debuffing their enemies so that their easier to take out rather than buffing up their teammates, or masterminds who are just as tough as their pets by taking an assault secondary and defense tertiaries. It would really suck if you built your hunter to be just as good at melee as ranged and your signature power can't be an epic melee move even though you use your melee powers more often than your ranged ones at times. Second the thing with tying it directly to masteries? That kind of changes the entire point of it, and yes I get that conversation like this change from the original idea so that the devs can get a better idea of what everyone wants, but well? We've essentialy turned a conversation about what we want our version of EPPs to be to an additional thing for masteries. I mean sure your idea for epic masteries is a good idea, if you detach it from signature powers, but effectively as it stands now? We aren't even talking about our version of EPPs anymore... we're talking about how masteries can feel more epic in later levels sure but we aren't talking about additional thing to give the player when they reach level 40, and we're still making them make a choice between having an inherit or having additional powers. It would be like if in CoX your inherit changed into your EPP, and effectively that's what this is. Saying you don't get anything extra or special by becoming epic, you have to give up something. Your not becoming more powerful you're becoming slightly different. You don't get to have more oomph you can only change what you already are.

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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notears
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Huckleberry wrote:
Huckleberry wrote:

notears wrote:
Limiting creativity in a super hero game isn't a strength, I don't care what it is, I mean what if Hellboy couldn't take out that big gun of his just because he was clearly a primarily melee character? Or what if Genji from overwatch couldn't take his blade out just because he was a primarily a ranged character? This genre is made up of wonderful and impossible things, it has archers who can use their bows as melee weapons just as effectively as a ranged weapon, it has mages who are master of both spell and sword, aliens that can cut through steel with their heat vision just as much as they can punch it in half, and this game is clearly trying to let us do that with these alternate secondaries with thing like melee character getting support powers as an alternate, or tankers getting ranged attacks.
I'm going to side with Pyromantic on this again. What you describe above are wonderful secondary and tertiary power sets. But all those things aren't Signature.
Like you say, no one is telling anyone they can't do anything. If the melee character wants to use a gun he can. If the archer wants to use her bow for melee she can. If the alien wants to use his laser vision he can. But what is their Signature power?

Hellboy has his rock fist.
Green arrow has that incredibly diverse arsenal in his quiver.
And Superman? The Man of Steel's signature is that he is impervious to everything (except kryptonite).
So it is with our characters. I would think that aligning our signature power with our mastery not only makes sense but like Pyromantic said; it is not limiting anyone, it is enabling them to really stand out in their own way.
The only problem I see with this is that if Masteries have already been balanced, would this now make it so signature powers become the de-facto maximum level of mastery?
When I first started talking about this, I wanted to make signature powers an option in the mastery tree. I still do. I think signature powers should be an optional choice to some other way of expressing a mastery. In this line of thinking, a signature power is an active manifestation of mastery, while the other option(s) available would continue to be passive modifiers as Tannim discussed above. The tradeoff would be to choose a more powerful manifestation that can be triggered when you want it, but only be used sparingly, or a less powerful manifestation that is always there?

Alright you've convinced me on the "tying the signature power to classification" thing. Not so much the "The equivelant of a brute should give up the ability to rage to be able to have one attack" thing. This is our version of EPPs, that is what we should be talking about, this is supposed to be an award for making it to level 40. This is something that should be given to you, not something you have to exchange with something you already have. This a gift, not a purchase!!

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Huckleberry
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I think the thought chain

I think the thought chain went kind of like this:

If we have signature powers, what should they be?

Well, we have masteries, would signature powers be an extension of them?

But if people had signature powers, should we balance the content to them? would we? Because then it would be too hard to complete without signature powers, and if we didn't balance content to signature powers then the parties would just save their signature powers for the final boss and make it trivial.

That's when we kind of grabbed a hold using momentum. And that's how we got to a [i]signature[/i] power associated with masteries that uses momentum.

I believe the table is still open for other suggestions, but the three of us are all who have been discussing it so far.

[hr]I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.

notears
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Huckleberry wrote:
Huckleberry wrote:

I think the thought chain went kind of like this:
If we have signature powers, what should they be?
Well, we have masteries, would signature powers be an extension of them?
But if people had signature powers, should we balance the content to them? would we? Because then it would be too hard to complete without signature powers, and if we didn't balance content to signature powers then the parties would just save their signature powers for the final boss and make it trivial.
That's when we kind of grabbed a hold using momentum. And that's how we got to a signature power associated with masteries that uses momentum.
I believe the table is still open for other suggestions, but the three of us are all who have been discussing it so far.

And then it changed from a conversation about a reward for players reaching level 40 to a conversation where you don't get a reward for hitting 40 let's talk about how masteries will look when your level 40

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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If we have 'Signature' powers

If we have 'Signature' powers, I think they should be developed from the base powers of the character.

Be Well!
Fireheart

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Hmm, something hit me now.

Hmm, something hit me now.

Signature powers is, as I'd imagine everyone else agreeing with, the one power that makes you stand out among all other supers but I disagree with that is essentially can only come at the later stages of ones career. For most of them, outside of those with "just" combat training, those powers manifest very early one, in many cases it's why they became supers in the first place.

Couple that with the suggestion of building ones own power and it would be something you work on your entire career, not just when you reach the higher levels.

Huckleberry
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blacke4dawn wrote:
blacke4dawn wrote:

Hmm, something hit me now.
Signature powers is, as I'd imagine everyone else agreeing with, the one power that makes you stand out among all other supers but I disagree with that is essentially can only come at the later stages of ones career. For most of them, outside of those with "just" combat training, those powers manifest very early one, in many cases it's why they became supers in the first place.
Couple that with the suggestion of building ones own power and it would be something you work on your entire career, not just when you reach the higher levels.

I think you may be on to something. I like this.

[hr]I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.

Pyromantic
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notears wrote:
notears wrote:

And then it changed from a conversation about a reward for players reaching level 40 to a conversation where you don't get a reward for hitting 40 let's talk about how masteries will look when your level 40

I honestly don't understand what gives you that impression.

There are many unknowns for us here, not the least of which is the number of power selections characters will receive. We have some indication of the number of mastery selections, in that it's been said you will receive three by the initial level cap of 30. So if you want to devote all three of those to the equivalent of Brute Fury then you can do that. I haven't suggested anything about giving up your previous mastery selections for something new--simply opening up additional options at epic levels.

Depending on how many powers you get, you may not want any more by the late levels. This is not without precedent: the slots received to powers received ratio in CoH was roughly 2 to 1 for the first 32 levels, changing to roughly 6 to 1 for the remaining 18. The emphasis shifted from getting new powers to enhancing existing powers. Even then there were characters for whom I happily would have given up one of those power selections in the 40s for 3 more slots. A signature power system resembling what I've suggested would serve a similar purpose. "More oomph" can come in the form of an additional power, but it can certainly also come in the form of making your existing powers more effective. Particularly as activation time becomes a significant limiting factor in what you can do as you get more powers, in some cases it may be preferable to players.

Whether or not such a system could exist at lower levels also is an interesting question. Depends in how set in stone those levels are and what exactly the devs want to accomplish with a system.

And since I'm still just brainstorming, a couple more possible signature power enhancements:
[list][*]Crash powers (assuming they exist) - remove the crash.
[*]Reliable powers - your signature power can be used while under crowd control effects. Similar to the way blasters could use their first two powers from their primary and first power from their secondary.[/list]

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Good morning everyone,

Good morning everyone,

When I hear or in this case read "signature power" I think more along the lines of the previous comments about it being used more or being the reason why one became a super. Here's an example.

When?
The "Signature Power" (SP) could be restricted to $level_cap, or 40, but I imagine that it will be selectable from level 1 or whenever the player chooses.

What?
I imagine the player being able to choose from any standard power that is currently available to the character. It could be opened up to any power that the class will eventually gain access to or even any power in the game, but I think it works best to be what is available at the time. However once chosen it is final... except for maybe a respec or a special SP respec that would probably reset the power to the initial level if it's changed.

How it differs?
This power would be exactly like the "standard" power with a couple of exceptions. For instance it does not have the standard enhancement slots. It is enhanced by dedicating XP to it. Each additional enhancement costs exponentially more XP. The number of enhancements is virtually limitless however it may take a thousand or more hours of play to exceed a regular power's enhancements.

Casting restrictions
The SP could be cast as soon as the global cooldown and SP cooldown completes and thus allow the standard and the SP to be in effect at the same time. Unfortunately I think this could be a bit unbalanced. It probably would be best to make the SP castable only if the standard power is not active or in effect and vice versa.

EXAMPLE:
So in the COH world I could play an ICE/EMP controller. At the first level I could chose Block of Ice as an SP and begin refining it immediately. Routing all of my XP to it would effectively keep me at level 1 for an extended period of time, but that's my choice if I wish. I could also wait a few levels until the glorious Ice Patch is available and choose that as my SP. I may or may not chose the standard Block of Ice or Ice Patch in my normal progression. I probably would because two Blocks of Ice or Ice Patches would be very cool.

BENEFITS:
Relatively simple, flexible, and possibly easier to code than many of the other ideas.

OPPORTUNITIES:
Not what others had in mind.
Not cool enough? Maybe we could allow special animation options for an SP? Glowing, pulsing, sparkles, 20% bigger visual, custom sound, etc.
??? Anyone have any thoughts?

"THE TITANS ARE COMING! THE TITANS ARE COMING!"

Dark Ether
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What exactly is a "signature

What exactly is a "signature power"? Is it something a character can do that no one else can, or is it something others can do, but not nearly as well as your character?

What would The Thing's sig power be? If it's something like "It's Clobberin' Time!" then others can do that, but maybe Thing is better at it and gets a side effect from it (intimidation, morale boost, team buff, etc.). If it's something like "Summon Yancy Streeters" then it would indeed be a unique sort of mob summoning.

IMO, it should fit with the character power set and enhance it, so I would lean towards the first example as a preference. When you have a super strength tank and they got some thrown debuff dart or whatever it was, it just didn't fit in at all. If instead that effect had triggered on a foot stomp (or other power like that) it would have fit in well. The player could, perhaps, add extras to any one of the standard powers they possess and make it their own special power.

Maybe Super Jump could trigger a sort of AoE stagger or whatever. Maybe fly or speed could end in a sort of body slam with a similar effect. Depending on the effect, it could make sense to attach to any number of existing powers and result in something interesting.

(insert pithy comment here)

Lin Chiao Feng
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Dark Ether wrote:
Dark Ether wrote:

What exactly is a "signature power"? Is it something a character can do that no one else can, or is it something others can do, but not nearly as well as your character?

When people think of your character, what power do they think defines your character? In short, what's your [i]schtick?[/i] That's your signature power.

For example, my character's a sniper. Her signature power would be to simply [i]disappear[/i] and seemingly attack from the aether. In CoH, that was implemented via Devices' Cloaking Device, fully-speed-slotted Hover, and, to a lesser extent, range enhancements on attack powers.

[i]"Dang it, girl, we've got to put a bell on you!"[/i] -- one Synapse TF team lead

[i]Has anyone seen my mind? It was right here...[/i]

Huckleberry
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Hero_Zero wrote:
Hero_Zero wrote:

What?
I imagine the player being able to choose from any standard power that is currently available to the character. It could be opened up to any power that the class will eventually gain access to or even any power in the game, but I think it works best to be what is available at the time. However once chosen it is final... except for maybe a respec or a special SP respec that would probably reset the power to the initial level if it's changed.
How it differs?
This power would be exactly like the "standard" power with a couple of exceptions. For instance it does not have the standard enhancement slots. It is enhanced by dedicating XP to it. Each additional enhancement costs exponentially more XP. The number of enhancements is virtually limitless however it may take a thousand or more hours of play to exceed a regular power's enhancements.
Casting restrictions
The SP could be cast as soon as the global cooldown and SP cooldown completes and thus allow the standard and the SP to be in effect at the same time. Unfortunately I think this could be a bit unbalanced. It probably would be best to make the SP castable only if the standard power is not active or in effect and vice versa.
BENEFITS:
Relatively simple, flexible, and possibly easier to code than many of the other ideas.
OPPORTUNITIES:
Not what others had in mind.
Not cool enough? Maybe we could allow special animation options for an SP? Glowing, pulsing, sparkles, 20% bigger visual, custom sound, etc.
??? Anyone have any thoughts?

I'm really enjoying this thread. So many great ideas, and the synergies of everyone feeding off each other are wonderful.

I like your concept of giving the player a choice to make an informed decision. The tradeoffs you mention are the kind of tradeoffs that make games like this more enjoyable: Do I want to start making one of my earlier abilities better or do I want to wait for a higher tier ability? Do I want to devote all my experience into making this one ability amazing, or do I want to be more well-balanced? Great drama and angst can go into those decisions, and I like that.

You didn't mention masteries, however. And I wonder how your idea and the concept of masteries would mesh. I guess until we know more about how masteries work, we can only speculate.

[hr]I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.

Dark Ether
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Lin Chiao Feng wrote:
Lin Chiao Feng wrote:

Dark Ether wrote:
What exactly is a "signature power"? Is it something a character can do that no one else can, or is it something others can do, but not nearly as well as your character?
When people think of your character, what power do they think defines your character? In short, what's your schtick? That's your signature power.
For example, my character's a sniper. Her signature power would be to simply disappear and seemingly attack from the aether. In CoH, that was implemented via Devices' Cloaking Device, fully-speed-slotted Hover, and, to a lesser extent, range enhancements on attack powers.
"Dang it, girl, we've got to put a bell on you!" -- one Synapse TF team lead

That's certainly your take on it, and perhaps many others as well, but the rhetorical question stands, in that other people may view this in a different way, maybe other than even the two I surmised most people would answer.

(insert pithy comment here)

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Given how little we know

Given how little we know about the rest of the progression system, this opinion is based largely on gut instinct, but I suspect signature powers would make more sense as a late-level/post-level-cap system. That is likely the need to be filled, and I expect there is already enough complexity and opportunity for distinctiveness in the early levels, between classification/specification, powerset selections, tertiaries, augment/refinements and aesthetic decoupling.

Enhancing your existing powers to turn them into signature powers could be a very natural extension of the existing augment/refinement system. This would have the advantage of consistency within the game, from the points of view of both developers and players. Some signature augments could be available as soon as you open an appropriate slot, while others might be earned through level-cap content. And as with other augments, you can vary the number of signature refinements that go with them. It certainly could connect to the mastery system as well.

As I think about this more, I believe I would have much preferred such a system in CoH over incarnates. Where it gives players a chance to develop the power [I]and[/I] distinctiveness of their characters, incarnates made characters (IMO of course) less distinctive.

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notears
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Pyromantic wrote:
Pyromantic wrote:

Given how little we know about the rest of the progression system, this opinion is based largely on gut instinct, but I suspect signature powers would make more sense as a late-level/post-level-cap system. That is likely the need to be filled, and I expect there is already enough complexity and opportunity for distinctiveness in the early levels, between classification/specification, powerset selections, tertiaries, augment/refinements and aesthetic decoupling.
Enhancing your existing powers to turn them into signature powers could be a very natural extension of the existing augment/refinement system. This would have the advantage of consistency within the game, from the points of view of both developers and players. Some signature augments could be available as soon as you open an appropriate slot, while others might be earned through level-cap content. And as with other augments, you can vary the number of signature refinements that go with them. It certainly could connect to the mastery system as well.
As I think about this more, I believe I would have much preferred such a system in CoH over incarnates. Where it gives players a chance to develop the power and distinctiveness of their characters, incarnates made characters (IMO of course) less distinctive.

Well yeah, but hey atleast we apparently gave the devs a lot of ideas what with them telling us to keep discussing this, and we all said our piece of what we wanted too... soooo hey as far as I'm concerned this thread is doing a great job :]

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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notears
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Huckleberry wrote:
Huckleberry wrote:

Hero_Zero wrote:
What?
I imagine the player being able to choose from any standard power that is currently available to the character. It could be opened up to any power that the class will eventually gain access to or even any power in the game, but I think it works best to be what is available at the time. However once chosen it is final... except for maybe a respec or a special SP respec that would probably reset the power to the initial level if it's changed.
How it differs?
This power would be exactly like the "standard" power with a couple of exceptions. For instance it does not have the standard enhancement slots. It is enhanced by dedicating XP to it. Each additional enhancement costs exponentially more XP. The number of enhancements is virtually limitless however it may take a thousand or more hours of play to exceed a regular power's enhancements.
Casting restrictions
The SP could be cast as soon as the global cooldown and SP cooldown completes and thus allow the standard and the SP to be in effect at the same time. Unfortunately I think this could be a bit unbalanced. It probably would be best to make the SP castable only if the standard power is not active or in effect and vice versa.
BENEFITS:
Relatively simple, flexible, and possibly easier to code than many of the other ideas.
OPPORTUNITIES:
Not what others had in mind.
Not cool enough? Maybe we could allow special animation options for an SP? Glowing, pulsing, sparkles, 20% bigger visual, custom sound, etc.
??? Anyone have any thoughts?

I'm really enjoying this thread. So many great ideas, and the synergies of everyone feeding off each other are wonderful.
I like your concept of giving the player a choice to make an informed decision. The tradeoffs you mention are the kind of tradeoffs that make games like this more enjoyable: Do I want to start making one of my earlier abilities better or do I want to wait for a higher tier ability? Do I want to devote all my experience into making this one ability amazing, or do I want to be more well-balanced? Great drama and angst can go into those decisions, and I like that.
You didn't mention masteries, however. And I wonder how your idea and the concept of masteries would mesh. I guess until we know more about how masteries work, we can only speculate.

Well that's all well and good but... the thing you have to consider is that those trade offs? Didn't really happen with EPPs which this is supposed to be our version of. Trade offs for getting a gift don't make it feel like a gift. This is something people should be excited to build toward, it's something that you het!! Sure trade offs make sense when you're level 1-39 because it makes character creation more compelling, but when you finally reach that finish line of getting into epic content and you are awarded with something? You shouldn't have to give up something for it. Your reward can be a stretch in itself sure, like a signature power you're always improving and making better, or a pool of epic powers you can choose from, but it should be something given to you, something with it's own separate leveling system!! This is an award!!!

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Pyromantic
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notears wrote:
notears wrote:

Well yeah, but hey atleast we apparently gave the devs a lot of ideas what with them telling us to keep discussing this, and we all said our piece of what we wanted too... soooo hey as far as I'm concerned this thread is doing a great job :]

Yes, if the devs are garnering ideas, or feedback to evaluate their own ideas, then that's great.

Some more thoughts. For the sake of ease, let's assume you're playing a commander and that there are some powers equivalent to CoH counterparts. In particular, you have Fire Imps and Char.

You could choose to make Fire Imps your signature power, unlocking a signature augment slot. You can fill that slot with a significant improvement to damage. Or, you can fill it with an augment that allows you to select an additional power for the imps: Healing Flames or Fire Shield (to make them sturdier, which may be useful if your secondary doesn't have much mitigation); Breath of Fire (for more AoE damage); Incinerate (for more ST damage); or a ST Melt Armor (for debuff). Alternatively, you can access Mastery-specific signature augments if you've reached Tier 3 in the appropriate Mastery. For example (using the outline from this [url=https://www.kickstarter.com/projects/missingworldsmedia/the-phoenix-project-city-of-titans/posts/858157]update[/url]), if you have Focus then your imps' attacks receive a further bonus to extending control duration. If you have Oppression then your imps get a large damage bonus against controlled enemies. Or if you have Supremacy--which I'm assuming uses momentum--then your imps generate bonus momentum for you.

Alternatively, you could choose to make Char your signature power. You can increase its base damage, or give it a substantial duration increase. Or, if you have Magnitude, you can significantly increase the chance to land a critical control. If you have Oppression, then Char also applies a resistance debuff. With Restrainment, the effectiveness of Char is further increased against lower-health targets.

There's a lot you can do with this, but it also has the benefit of being something that can start small and manageable, starting with broad effects and creating more specific signature augments/refinements over time.

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Huckleberry
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notears wrote:
notears wrote:

Well that's all well and good but... the thing you have to consider is that those trade offs? Didn't really happen with EPPs which this is supposed to be our version of. Trade offs for getting a gift don't make it feel like a gift. This is something people should be excited to build toward, it's something that you het!! Sure trade offs make sense when you're level 1-39 because it makes character creation more compelling, but when you finally reach that finish line of getting into epic content and you are awarded with something? You shouldn't have to give up something for it. Your reward can be a stretch in itself sure, like a signature power you're always improving and making better, or a pool of epic powers you can choose from, but it should be something given to you, something with it's own separate leveling system!! This is an award!!!

I understand where you are coming from. I think we have been talking past each other. As in most cases, we come into these discussions with our own mental models and assumptions.

You have stated your beliefs well I think, and are sticking consistently with the OP discussion of Epic Power Pool. I and several others have taken that idea and mutated it into a next-generation suggestion for City of Titans. Of particular note should be the use of the term Signature Power as compared to Epic Power and the associated baggage that each term carries.

So rather than telling us we are wrong, I think it would be more accurate to say that we are not discussing the same thing you are discussing.

I don't think our ideas are mutually exclusive, however. For instance, I think we could have Epic Powers awarded to us at a high level, but also make sure it is associated with a mastery and is also momentum based. This way it is not just any Epic Power it is yourEpic Power and it is not unbalancing because it uses momentum as a resource.

Now, others have put forward the idea that maybe we could grow our Epic power from the outset. I like that idea better than I like the 'gift' idea you put forward that was used in CoH. Sorry. I hope we can disagree and continue to discuss the merits rather than throwing up defensive barriers and end up casting aspersions, which is where this could go.

[hr]I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.

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Huckleberry wrote:
Huckleberry wrote:

notears wrote:
Well that's all well and good but... the thing you have to consider is that those trade offs? Didn't really happen with EPPs which this is supposed to be our version of. Trade offs for getting a gift don't make it feel like a gift. This is something people should be excited to build toward, it's something that you het!! Sure trade offs make sense when you're level 1-39 because it makes character creation more compelling, but when you finally reach that finish line of getting into epic content and you are awarded with something? You shouldn't have to give up something for it. Your reward can be a stretch in itself sure, like a signature power you're always improving and making better, or a pool of epic powers you can choose from, but it should be something given to you, something with it's own separate leveling system!! This is an award!!!
I understand where you are coming from. I think we have been talking past each other. As in most cases, we come into these discussions with our own mental models and assumptions.
You have stated your beliefs well I think, and are sticking consistently with the OP discussion of Epic Power Pool. I and several others have taken that idea and mutated it into a next-generation suggestion for City of Titans. Of particular note should be the use of the term Signature Power as compared to Epic Power and the associated baggage that each term carries.
So rather than telling us we are wrong, I think it would be more accurate to say that we are not discussing the same thing you are discussing.
I don't think our ideas are mutually exclusive. For instance, I think we could have Epic Powers awarded to us at a high level, but also make sure it is associated with a mastery and is also momentum based. This way it is not just any Epic Power it is yourEpic Power and it is not unbalancing because it uses momentum as a resource.
Now, others have put forward the idea that maybe we could grow our Epic power from the outset. I like that idea better than I like the 'gift' idea you put forward that was used in CoH. Sorry. I hope we can disagree and continue to discuss the merits rather than throwing up defensive barriers and end up casting aspersions, which is where this could go.

Well I'm actually under the impression that an argument like this is actually good for the future of the game, and really? It was never my objective to appear hostile to you in any way, and I do apologize for that if I did make you feel that way but... in all honesty? If nobody's calling each other stupid for having their mindsets about what they want? Then this is going to give the devs who are reading this right now a better idea of how to approach the end game that will give most people what they want!! I'm not upset about anything right now, this is great!! We're helping the devs right now by arguing like this in a pleasant manner!! So really? If you are feeling attacked I'm sorry for that but, I'm not going to stop arguing.

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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notears wrote:
notears wrote:

I'm not upset about anything right now, this is great!! We're helping the devs right now by arguing like this in a pleasant manner!! So really? If you are feeling attacked I'm sorry for that but, I'm not going to stop arguing.

Great! When I see three exclamation marks together I associate that with emotion. And when someone puts that much emotion into an argument, I get worried that it will become a flame fest and I go into de-escalation mode.

It's all good, and I'm happy to see we have such passionate people on these forums.

And yes, the thought that our discussions could be helping the developers shape the game gets me excited too!!!

[hr]I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.

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Quote:
Quote:

Good morning everyone,

When I hear or in this case read "signature power" I think more along the lines of the previous comments about it being used more or being the reason why one became a super. Here's an example.

When?
The "Signature Power" (SP) could be restricted to $level_cap, or 40, but I imagine that it will be selectable from level 1 or whenever the player chooses.

What?
I imagine the player being able to choose from any standard power that is currently available to the character. It could be opened up to any power that the class will eventually gain access to or even any power in the game, but I think it works best to be what is available at the time. However once chosen it is final... except for maybe a respec or a special SP respec that would probably reset the power to the initial level if it's changed.

How it differs?
This power would be exactly like the "standard" power with a couple of exceptions. For instance it does not have the standard enhancement slots. It is enhanced by dedicating XP to it. Each additional enhancement costs exponentially more XP. The number of enhancements is virtually limitless however it may take a thousand or more hours of play to exceed a regular power's enhancements.

Casting restrictions
The SP could be cast as soon as the global cooldown and SP cooldown completes and thus allow the standard and the SP to be in effect at the same time. Unfortunately I think this could be a bit unbalanced. It probably would be best to make the SP castable only if the standard power is not active or in effect and vice versa.

EXAMPLE:
So in the COH world I could play an ICE/EMP controller. At the first level I could chose Block of Ice as an SP and begin refining it immediately. Routing all of my XP to it would effectively keep me at level 1 for an extended period of time, but that's my choice if I wish. I could also wait a few levels until the glorious Ice Patch is available and choose that as my SP. I may or may not chose the standard Block of Ice or Ice Patch in my normal progression. I probably would because two Blocks of Ice or Ice Patches would be very cool.

BENEFITS:
Relatively simple, flexible, and possibly easier to code than many of the other ideas.

OPPORTUNITIES:
Not what others had in mind.
Not cool enough? Maybe we could allow special animation options for an SP? Glowing, pulsing, sparkles, 20% bigger visual, custom sound, etc.
??? Anyone have any thoughts?

"THE TITANS ARE COMING! THE TITANS ARE COMING!"

I like the idea of having it from level 1 and being able to level it up with XP even at the expense of classically leveling up to 2.

As for being able to customize it, how to make it their own, it makes me think of Cain Marko/Juggernaut and Colossus/Juggernaut during Fear Itself. They both had the same powers available to them, but manifested differently in one especially significant way. Cain Marko as Juggernaut was an unstoppable brawler but slow moving. Similarly, Colossus also became unstoppable, except he was able to reach a smokin' 600 MPH and pushed Cain Marko back miles when he was Kuurth. And due to his impressive speed, Colossus also demonstrated that he had trouble slowing down/stopping. For me, this illustrates how two players could have the "same" signature power of being unstoppable, but due to some measure of customizability (-/+ movement speed, duration of signature [indefinite unstoppableness or just intervals], magnitude of signature [just HOW unstoppable], maybe even negative elements [turn speed reduced], etc), they're expressed in those different ways that add distinctive flavor.

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This "signature power"... is

This "signature power"... is it just a more effective power or should it be more "visual" ? what about being a signature ? is that something personnal or should it be visible by others ?
When i think about "signature", it make me think of something personnal, particuliar like a chief who has a signature in is receipe... Something we could find from a meal or another, prepared by the chief...
Is this "personal signature" should be something we retrieve in all the powers instead of being just on one power ?

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Cobalt Azurean wrote:
Cobalt Azurean wrote:

I like the idea of having it from level 1 and being able to level it up with XP even at the expense of classically leveling up to 2.
As for being able to customize it, how to make it their own, it makes me think of Cain Marko/Juggernaut and Colossus/Juggernaut during Fear Itself. They both had the same powers available to them, but manifested differently in one especially significant way. Cain Marko as Juggernaut was an unstoppable brawler but slow moving. Similarly, Colossus also became unstoppable, except he was able to reach a smokin' 600 MPH and pushed Cain Marko back miles when he was Kuurth. And due to his impressive speed, Colossus also demonstrated that he had trouble slowing down/stopping. For me, this illustrates how two players could have the "same" signature power of being unstoppable, but due to some measure of customizability (-/+ movement speed, duration of signature [indefinite unstoppableness or just intervals], magnitude of signature [just HOW unstoppable], maybe even negative elements [turn speed reduced], etc), they're expressed in those different ways that add distinctive flavor.

I have additional ideas. Some are along these same lines. I do think the enhancements available could be opened up to one or more additional power effects either primary or secondary. Of course the XP required should be commensurate with the power effect. Additional effects could be possible at an exponential cost. So for my COH Ice/Emp I could have Block of Ice for my SP that I have enhanced with dark magic to pull lifeforce from the enemy trapped inside, or perhaps I have learned to make my ice acidic and it does damage over time. Even fire should be possible. In a story sense I would have to argue that the heat removed to create the ice was relocated inside of the enemy... There is some inherent trade off because XP used to add effects effectively takes away from XP used to add enhancements. In addition the next enhancement costs exponentially more than it would have without the extra power effect.

OTHER BENEFITS:
The various methods we have discussed so far are probably not mutually exclusive.
It should be possible to add this functionality well after release, and I would recommend that for either system anyway.

OPPORTUNITIES:
Any of these systems could create power imbalance, but if our enemies have the same capabilities... Well that may create more dev work... or... if it was randomized could make for some interesting fights. An enemy gang could look easy, but if they happen to have the right SPs and whatnot, they become much more deadly. I think this adds some uncertainty which could be good. In real life you don't know exactly what's going to happen or what people are capable of. Isn't that what makes for a great sporting event? Not knowing with certainty who's going to wIn?

"THE TITANS ARE COMING! THE TITANS ARE COMING!"

EDIT: tone
EDIT: spelling

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Huckleberry wrote:
Huckleberry wrote:

I'm really enjoying this thread. So many great ideas, and the synergies of everyone feeding off each other are wonderful.

Me too. I look forward to seeing any version of these systems in game.

Huckleberry wrote:

I like your concept of giving the player a choice to make an informed decision. The tradeoffs you mention are the kind of tradeoffs that make games like this more enjoyable:

Flattery will get you everywhere.

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I don't think it's a great

I don't think it's a great idea to have a exp diversion to fuel SP development. I think it should be something for late game/ end game development. IE when there is nothing else to spend exp on then you put it towards enhancing the SP. There is a possibility for confusion to new players. What happens to the player that devotes all their exp to SP and doesn't even level up into new content. Their view of the game would be quite the contrast to what COH was. It's also a divergent concept from standard powers and should not be introduced at the same time as those powers. Currently the plan is to release with the first 35 levels and work up to 50 via updates. 35 is therefore the earliest SP powers should be introduced and since Tannim seems to imply this isn't a flushed out "launch item" probably 40 or 50 is a better place to introduce this. It's a good end game side leveling project for players.

I also think that using momentum as a driver for activating the signature power is not a great idea. It's been stated that some players' power sets will actively build and use momentum while other power sets may not. So, it my be very easy for a tank to build momentum but a defender may have more difficulty and thus a signature power may never be usable.

I think picking a power directly from the primary or secondary power set as a SP, and then allowing the user to add more slots to it, is a good idea. As an example take Flashing Steel. It's a short range melee cone from the Katana power set.(Katana is my wheelhouse, I'll reference it always.) As a base power it's not terribly effective for DPS/DPA even fully slotted in COH but, it does have an AOE. In COT, I could aug-mod that with a cone range as well as a standard damage and accuracy. I can, through power customization, add a wind effect that rips off the blade as it flashes through the air. The aesthetic is then that my character swings the blade through the air so fast it creates a damaging vortex of air. That is just the base power. If I select that as my signature power I could further aug-mod it with defense debuffs and more damage and cone range or add a vampiric effect or KD. I am assuming that a signature power can be Aug-modded more broadly than a standard power to give it a more interesting effects worthy of being "Signature." Now when I use Flashing Steel it creates a wave of slashing wind that, knocks down, debuffs, or steals health. Making a ho-hum power something quite functional and unique. Mixed with def debuff this power allows me to apply a def debuff to a larger group at once which means I miss less and/or do more damage via more frequent crits. Mixed with KD I now have a soft control power. Personally, I'd use this to break up the alpha by knocking half the group down. Mixed with a vampiric effect it becomes a power that makes my character last longer in a fight.

Another good power to Signature-ize would be something like Divine Avalanche. DA provides a defense buff to the player but deals minor damage and is slow. It was typically used to hold LOTG 7.5% global defense IO but, could be additionally slotted for recharge, defense, damage, and accuracy. I would take a power like that and aug-mod for defense as the base rate was rather low and Dmg/Acc/Rech. I could then stack that short DA defense buff without sacrificing overall DPS or having to balance it to provide moderate defense and mild damage. It's not as "flashy" as the Flashing Steel example but in terms of min/maxing a build could take a relatively weak power and provide an extraordinary amount functionality.

A more basic approach would be to take a T9 power like Nova and "slot the hell out of it." Rather than give it unique mods or effects it'd be the equivalent of 6 slotting for damage and 3 slotting for rech/acc each. Effectively becoming a mega nuke. If standard nuke doesn't do it you can shout something awful like, "That's was only 50% of my power! This is ONEHUNDREDPERCENT!!!!!!!!" *boom*

In writing this I wonder if taking a existing power and SPing it would it make sense to leave the root power also available to the player. IE I'd have FS and then I would also have SigFS with a gold background on the icon. Maybe game breaking to give a energy blaster two nukes and reserves to recover all the lost endurance.

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Grimfox wrote:
Grimfox wrote:

In writing this I wonder if taking a existing power and SPing it would it make sense to leave the root power also available to the player. IE I'd have FS and then I would also have SigFS with a gold background on the icon. Maybe game breaking to give a energy blaster two nukes and reserves to recover all the lost endurance.

To me it won't make sense Lore wise since "SPing" a power is essentially just focus "training" on it and bringing out its full potential, not gaining a new better additional version of it.

Though on a more general note, if we are going to take an existing power to make SP then I think that any power should be usable, not just from Primary and Secondary.

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As some have mentioned, I

As some have mentioned, I envisioned 'signature powers' separate from 'mastery powers'. The ladder being top-level pre-fabbed powers representing the pinnacle of a particular power class/category, and the earlier, perhaps being at the same level, intended to be a single power who's abilities and animation is crafted from enough selectable options so the end result feels as exclusive or unique as possible.

Let's say as a character reaches the level where they can start selecting a mastery, the ability to create a signature power also becomes available. Within the power builder, power template tables becomes available depending on my primary power class/category. A power 'template' breaks down a power by four attributes: animation type (melee/ranged/AoE), damage type (direct/element/buff/debuff/healing), damage type #2 (i.e. secondary effects like DoT/buff/debuff/healing), and texture/color palette. If my primary power was 'laser blasting', I would have a list of, say, 10 unique animations plus all globally available laser-type animations to choose from, then select my other attributes. If I am at mastery level for my secondary power at time of creation, then I would have two power tables to choose from, allowing me to mix-and-match animations and attributes. A couple of options on each table could only be available if that power was your selected primary. Aside from the two power tables from my primary and secondary power classes, a third table could result from each unique primary/secondary combination. Perhaps a smaller table of say 5 unique animations. If travel powers are categorized separately, then an additional power template to include those.

These options all become multipliers of each other and wouldn't necessarily need a lot of tables to create huge variety of unique combinations, which is the goal here, to be unique and stand out.

As far as power output and cool-down times, IMO I'd keep it on par with mastery powers level but allow it to be created at the first availability of masteries, and independent of the normal SP/XP/Whatever cost, as the power is supposed to be a part of the character's identity. Perhaps put the signature power's strength multiplier on a curve scale, so at creation, it is on par with (or just under) a typical mastery skill, but ramps up quicker as you approach max skill making it more powerful at whatever level cap.

Just my thoughts :)

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IMO primary and secondary
blacke4dawn wrote:

Though on a more general note, if we are going to take an existing power to make SP then I think that any power should be usable, not just from Primary and Secondary.

IMO primary and secondary power choices NEED to be considered in SP creation. A super-strength melee fighter with healing factor shouldn't suddenly have access to mind control or gravity powers... I would think.

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Commander J wrote:
Commander J wrote:

blacke4dawn wrote:
Though on a more general note, if we are going to take an existing power to make SP then I think that any power should be usable, not just from Primary and Secondary.
IMO primary and secondary power choices NEED to be considered in SP creation. A super-strength melee fighter with healing factor shouldn't suddenly have access to mind control or gravity powers... I would think.

Regardless of if they include tertiaries among the selection of SP-possible powers the kind of combination you are against there will be possible.

The thing is that "super strength" and "gravity" are purely aesthetic choices in this regard, "mind control" is a bit iffy to classify in this regard but lean much more towards aesthetic than mechanic. Limiting options here based upon aesthetic selection made towards primary and secondary is imo asinine. Besides, afaik tertiary power pool options will be so broad that they will include the types of powers that the primary and secondary pools are centered around, so why wouldn't I at least be able to take those tertiaries to make an SP out of.

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I honestly like all of the

I honestly like all of the ideas that have been presented above :). I could really see this being taken one of two ways - signature powers as in style of fighting, and signature power as in "finisher move."

I'll use two manga as examples of how I could see this working: Hajime no Ippo and My Hero Academia.

My Hero Academia is a great superhero manga, which draws a lot of inspiration from silver-age superhero comics in America. I love it.

Anyway, there's literally an entire arc of the manga that's devoted to the various young superheroes-in-training figuring out what their signature powers are going to be. They all train to kind of tailor their powers to their own style, to suit their needs and personalities better, refining them and making them stronger. Minor spoilers here, so skip the rest of this paragraph if you want, but... The MC, whose own power has been wrecking his body for all this time, finally realizes over the course of this "signature power" arc, that he's been going about his power all wrong, that he was channeling it all into his arms and fists, when he should have been focusing it more into his legs and feet. Eventually adopting a whole new way of using his powers that involves a kind of kick boxing style of fighting.

So in that context "signature powers" is a refined use of your powers that tailors to your play-style or character, that makes you stronger, or streamlines your rotation, or what have you. I could see the signature power thing more as an overall improving of the skills that you most rely on in combat. It's not necessarily one OP skill, just a better, stronger use of the skills you have now. Incarnates kind of struck me like that when they were first announced.

Then there's the Hajime no Ippo approach, which is a lot like what has been discussed at length here. In this manga, the MC is a boxer who spends a lot of time mastering skills to make his "signature boxing finisher." For a while this looked like the "Gazelle Punch," and now it looks to be "The Dempsey Roll." Much of the manga has been spent with him improving on the Dempsey Roll to make it better, stronger, faster. Now, when people watch him go into the motion for the Dempsey Roll, they get afraid. They know a fight is about to end... OR the opponent needs to STOP the Dempsey Roll before it hits them. This seems to be what most of the discussion has been getting at.

I could also see it working that way: you have your signature skill and it doesn't have to be this one thing that becomes hella powerful at cap - it could be something you improve upon from the lower levels after you learn it - that one skill that you love to use more than any other, your Dempsey Roll. What if you could even "change" what your signature skill is? Your Gazelle Punch is awesome, but then you learn a new skill that you think functions even better as a finisher, so you switch to that to rock it.

I'm not sure which is better, but I did get a thought from combining the two. You could work to streamline and improve as many powers as you would like. HOWEVER, there's a diminishing return on it. If you improve multiple powers, the improvement to any one individual power won't be as great as if you choose ONE power and really boost it up. You can have one ridiculously powerful move, OR a handful of improved moves that maybe have things like "reduced cooldown time" (more frequent use capability), "increased damage," "reduced endurance cost," or even side effects like a debuff, or a DoT.

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Safehouse wrote:
Safehouse wrote:

I'm not sure which is better, but I did get a thought from combining the two. You could work to streamline and improve as many powers as you would like. HOWEVER, there's a diminishing return on it. If you improve multiple powers, the improvement to any one individual power won't be as great as if you choose ONE power and really boost it up. You can have one ridiculously powerful move, OR a handful of improved moves that maybe have things like "reduced cooldown time" (more frequent use capability), "increased damage," "reduced endurance cost," or even side effects like a debuff, or a DoT.

This is essentially what I think it should be, summed up nicely.

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blacke4dawn wrote:
blacke4dawn wrote:

To me it won't make sense Lore wise since "SPing" a power is essentially just focus "training" on it and bringing out its full potential, not gaining a new better additional version of it.
Though on a more general note, if we are going to take an existing power to make SP then I think that any power should be usable, not just from Primary and Secondary.

I think there are legitimate reasons to not allow keeping the base version, I don't think lore is one of them. There's nothing to say I can't scale a SP back to make it less effective (the base power) If a characters SP is a "mega-punch" can he no longer use a basic punch?

Commander J wrote:

IMO primary and secondary power choices NEED to be considered in SP creation. A super-strength melee fighter with healing factor shouldn't suddenly have access to mind control or gravity powers... I would think.

I agree with blacke4dawn that any power is a valid option for use as a SP because of aesthetic decoupling. Within a primary set you could very reasonably expect that a player could customize a power to have a multitude of appearances. A character could kick fire and ice from each foot and shoot dark miasma and beams of light from his hands while having a psionic lance erupt from his forehead. There's nothing to say that the "fire blaster" type character couldn't take a punching power from a tertiary pool customize if to be a flaming eagle on his fist and select that as his SP.

There might be technical reasons not to allow that. We have very little information on powers in general, so it's hard to say what is and isn't possible, but I don't think there is yet a compelling reason to not allow all powers to potentially be a signature power.

At this point they are looking for ideas. We can discuss limiting factors on any given idea when they say, "Given option A or option B which is preferable to you and why." Then you can argue the reasoning for and mechanics of each idea. For now we should focus on generating idea's and expanding on them or supporting idea's that we like to give the devs an idea of which direction to go. They know much more about the power systems than we do. So they can have discussions internally about limiting factors and how hard they are willing to work to overcome technical difficulties for a popular idea.

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Grimfox wrote:
Grimfox wrote:

I agree with blacke4dawn that any power is a valid option for use as a SP because of aesthetic decoupling. Within a primary set you could very reasonably expect that a player could customize a power to have a multitude of appearances. A character could kick fire and ice from each foot and shoot dark miasma and beams of light from his hands while having a psionic lance erupt from his forehead. There's nothing to say that the "fire blaster" type character couldn't take a punching power from a tertiary pool customize if to be a flaming eagle on his fist and select that as his SP.

I can play devil's advocate and argue both directions really. We want as many options available as possible to up the uniqueness of each character. On one hand, I'd love to have every power animation available (why not). On the other, I like it more when choices during character development matter.

Mixing and matching power styles based on specific combinations of primary/secondary/tertiary choices would still allow a huge variety of combos like flaming punches that heal an ally or purple thorny vines flying from your bum to rez a teammate, but if that is what you want, then we should work towards that goal. I worry that having everything at your disposal will diminish creativity and uniqueness in the long run. What I see happening (and what I've seen happen) is that players will find the one attribute combo they really like, reuse the concept on other characters and other players discover that 'one optimal combo' - sure animations and color choices will vary but you'll see teams of chars running around in Trial/TF scenarios with similar high-damage AoE attacks that stun or immobilize or whatever that perfect combo ends up being. Of course not everyone will, but it still diminishes overall uniqueness and lends more to 'cookie-cutter' character templates.

The aspect I liked in CoX is that you're not just building a human weapon, you are building a personality, a back story with power origins and life choices that led the character to where they became a hero or villain. Restricting choice to a small degree encourages keeping to your character's theme. It also acts as a carrot to lure you and get you excited about trying new power choices and combos on new characters, thus extending creative character development and replay value. In CoX I had six truly unique characters across five servers. I worry if a character's best or favorite move is limitless in design, the effective 'fun value' (for me) would end at half that roster. Now if CoT limits us to only 2-3 chars then I take everything that I've said back. In summary (regardless of the detail), the more we can encourage unique choice paths, the more unique and genuine our characters are going to feel, and that is the one thing I loved about CoX the most.

"Sewer trial LFM (6/8) - Need tanks!"

Formerly known as:
H: Nephilos, Demio, Weather Lady, Neutrino Smash
V: Batrachio, Kain Doshi, Mad Mary, Soulbeard

JulesB
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Grimfox wrote:
Grimfox wrote:

blacke4dawn wrote:
To me it won't make sense Lore wise since "SPing" a power is essentially just focus "training" on it and bringing out its full potential, not gaining a new better additional version of it.
Though on a more general note, if we are going to take an existing power to make SP then I think that any power should be usable, not just from Primary and Secondary.
I think there are legitimate reasons to not allow keeping the base version, I don't think lore is one of them. There's nothing to say I can't scale a SP back to make it less effective (the base power) If a characters SP is a "mega-punch" can he no longer use a basic punch?
Commander J wrote:
IMO primary and secondary power choices NEED to be considered in SP creation. A super-strength melee fighter with healing factor shouldn't suddenly have access to mind control or gravity powers... I would think.
I agree with blacke4dawn that any power is a valid option for use as a SP because of aesthetic decoupling. Within a primary set you could very reasonably expect that a player could customize a power to have a multitude of appearances. A character could kick fire and ice from each foot and shoot dark miasma and beams of light from his hands while having a psionic lance erupt from his forehead. There's nothing to say that the "fire blaster" type character couldn't take a punching power from a tertiary pool customize if to be a flaming eagle on his fist and select that as his SP.
There might be technical reasons not to allow that. We have very little information on powers in general, so it's hard to say what is and isn't possible, but I don't think there is yet a compelling reason to not allow all powers to potentially be a signature power.
At this point they are looking for ideas. We can discuss limiting factors on any given idea when they say, "Given option A or option B which is preferable to you and why." Then you can argue the reasoning for and mechanics of each idea. For now we should focus on generating idea's and expanding on them or supporting idea's that we like to give the devs an idea of which direction to go. They know much more about the power systems than we do. So they can have discussions internally about limiting factors and how hard they are willing to work to overcome technical difficulties for a popular idea.

A weakling 16 year old kid with fire control powers but has shown no previous interest in physical combat shouldn't suddenly be proficient in Kung Fu, fire-coated or not, UNLESS somewhere in his history he took a melee power, then by all means....

JulesB
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An alternative could be epic

An alternative could be epic arch-types like in CoH (Peacebringers and I don't recall what the dark-side guy was called). Then again why not both =)

notears
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Commander J wrote:
Commander J wrote:

Grimfox wrote:
I agree with blacke4dawn that any power is a valid option for use as a SP because of aesthetic decoupling. Within a primary set you could very reasonably expect that a player could customize a power to have a multitude of appearances. A character could kick fire and ice from each foot and shoot dark miasma and beams of light from his hands while having a psionic lance erupt from his forehead. There's nothing to say that the "fire blaster" type character couldn't take a punching power from a tertiary pool customize if to be a flaming eagle on his fist and select that as his SP.
I can play devil's advocate and argue both directions really. We want as many options available as possible to up the uniqueness of each character. On one hand, I'd love to have every power animation available (why not). On the other, I like it more when choices during character development matter.
Mixing and matching power styles based on specific combinations of primary/secondary/tertiary choices would still allow a huge variety of combos like flaming punches that heal an ally or purple thorny vines flying from your bum to rez a teammate, but if that is what you want, then we should work towards that goal. I worry that having everything at your disposal will diminish creativity and uniqueness in the long run. What I see happening (and what I've seen happen) is that players will find the one attribute combo they really like, reuse the concept on other characters and other players discover that 'one optimal combo' - sure animations and color choices will vary but you'll see teams of chars running around in Trial/TF scenarios with similar high-damage AoE attacks that stun or immobilize or whatever that perfect combo ends up being. Of course not everyone will, but it still diminishes overall uniqueness and lends more to 'cookie-cutter' character templates.
The aspect I liked in CoX is that you're not just building a human weapon, you are building a personality, a back story with power origins and life choices that led the character to where they became a hero or villain. Restricting choice to a small degree encourages keeping to your character's theme. It also acts as a carrot to lure you and get you excited about trying new power choices and combos on new characters, thus extending creative character development and replay value. In CoX I had six truly unique characters across five servers. I worry if a character's best or favorite move is limitless in design, the effective 'fun value' (for me) would end at half that roster. Now if CoT limits us to only 2-3 chars then I take everything that I've said back. In summary (regardless of the detail), the more we can encourage unique choice paths, the more unique and genuine our characters are going to feel, and that is the one thing I loved about CoX the most.

Sounds like a way to hamper creativity for no good reason.... also? Wrong place, this is the "Our version of end game character choice" Thread... you wanna talk about this? Make another thread.

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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notears
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JulesB wrote:
JulesB wrote:

An alternative could be epic arch-types like in CoH (Peacebringers and I don't recall what the dark-side guy was called). Then again why not both =)

Batman has been known to train people in martial arts in less then a month... this is a supers game we shouldn't be trying to put realism in it anymore than we should turn LOTR into game of thrones...

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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JulesB wrote:
JulesB wrote:

A weakling 16 year old kid with fire control powers but has shown no previous interest in physical combat shouldn't suddenly be proficient in Kung Fu, fire-coated or not, UNLESS somewhere in his history he took a melee power, then by all means....

you mean like this?

but seriously. I agree. I think Commander J has given the best argument yet for why any special powers should be associated with the character's existing repertoire. Not necessarily from the repertoire, but associated with it.

Whether that association is via Primary and/or secondary powers or that association is through mastery, the choice of Epic Powers available to one character class should not be the same epic powers available to other character classes. Sure there might be some overlaps because of shared secondary or primary or mastery powers, but the full suite of choices should not be the same.

[hr]I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.

OathboundOne
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The problem with that

The problem with that rational is that given Aesthetic Decoupling, any power could have any number of potential customizations that COULD fit into any character's theme.

We're not getting powersets like "Super Strength" or "Fire Blast" we're getting something far more ambiguously defined, so how can you take any potential Signature Power and conclusively say "MMNope. There's no way even with multiple levels of visual and mechanical customization that this could fit into that theme."?

EDIT to add a counterpoint example:

JulesB wrote:

Grimfox wrote:
blacke4dawn wrote:
To me it won't make sense Lore wise since "SPing" a power is essentially just focus "training" on it and bringing out its full potential, not gaining a new better additional version of it.
Though on a more general note, if we are going to take an existing power to make SP then I think that any power should be usable, not just from Primary and Secondary.
I think there are legitimate reasons to not allow keeping the base version, I don't think lore is one of them. There's nothing to say I can't scale a SP back to make it less effective (the base power) If a characters SP is a "mega-punch" can he no longer use a basic punch?
Commander J wrote:
IMO primary and secondary power choices NEED to be considered in SP creation. A super-strength melee fighter with healing factor shouldn't suddenly have access to mind control or gravity powers... I would think.
I agree with blacke4dawn that any power is a valid option for use as a SP because of aesthetic decoupling. Within a primary set you could very reasonably expect that a player could customize a power to have a multitude of appearances. A character could kick fire and ice from each foot and shoot dark miasma and beams of light from his hands while having a psionic lance erupt from his forehead. There's nothing to say that the "fire blaster" type character couldn't take a punching power from a tertiary pool customize if to be a flaming eagle on his fist and select that as his SP.
There might be technical reasons not to allow that. We have very little information on powers in general, so it's hard to say what is and isn't possible, but I don't think there is yet a compelling reason to not allow all powers to potentially be a signature power.
At this point they are looking for ideas. We can discuss limiting factors on any given idea when they say, "Given option A or option B which is preferable to you and why." Then you can argue the reasoning for and mechanics of each idea. For now we should focus on generating idea's and expanding on them or supporting idea's that we like to give the devs an idea of which direction to go. They know much more about the power systems than we do. So they can have discussions internally about limiting factors and how hard they are willing to work to overcome technical difficulties for a popular idea.
A weakling 16 year old kid with fire control powers but has shown no previous interest in physical combat shouldn't suddenly be proficient in Kung Fu, fire-coated or not, UNLESS somewhere in his history he took a melee power, then by all means....

Now take that same base character, customize his powers to use martial-arts like animations (we know this is possible, previous video showed PCs and NPCs using martial arts animations to throw fireballs). Give them the background that they use their martial arts training not for physical combat, but as a tool to center themselves and focus their chi into physical flame (Example: Avatar: the Last Airbender). Now take that melee SP attack, give it a martial arts animation and fire FX.

These are two characters of the same classification, with the same powersets, and even the same visual theme (fire). Can you honestly tell me that that same SP DOES NOT work for my example?

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I'd prefer it being attached

I'd prefer it being attached more towards to classifications as a way to make classifications feel more special rather than as a whole "You have to choose premade themes for all your powers" sort of thing. Also I'm still adamant on the whole you shouldn't give up something else to get your epic level stuff thing. The whole point of epic level stuff is to excite lower level players into getting to those top levels so that they put more time into the game. It's not going to work unless it feels like an award, and phrase it however you want but, changing your mastery into your epic power set or whatever is not an award. It's like winning a race and the announcer going up to you all like "Congratulations!! Now you have the option to trade your left foot for this fabulous trophy!!", you're not going feel like you've been awarded anything if you have to buy it!!

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Precisely. It's not about

Precisely. It's not about limiting for the sake of limiting, it's about constructing choices and discovering new paths to unique options. In my initial thought I described separate hidden sets of power templates that are discovered only when certain other power combination choices were made. I want as many options as the devs have the time and creativity to make :)

notears wrote:

Sounds like a way to hamper creativity for no good reason.... also? Wrong place, this is the "Our version of end game character choice" Thread... you wanna talk about this? Make another thread.

Doctor Tyche wrote:

Signature Powers has been a topic for awhile. But as we are not launching at level cap, it's not fully developed. I, for one, would love to hear everyone's ideas.

I know you started this thread notears. I thought the conversation was about Epic Power Pool Alternatives, with Signature powers being one of them. Granted it might not have been where you were going initally, but you've generated a valuable conversation. At this point it's less the details and moreso the concepts we're bouncing around.

"Sewer trial LFM (6/8) - Need tanks!"

Formerly known as:
H: Nephilos, Demio, Weather Lady, Neutrino Smash
V: Batrachio, Kain Doshi, Mad Mary, Soulbeard

Commander J
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notears wrote:
notears wrote:

I'd prefer it being attached more towards to classifications as a way to make classifications feel more special rather than as a whole "You have to choose premade themes for all your powers" sort of thing. Also I'm still adamant on the whole you shouldn't give up something else to get your epic level stuff thing. The whole point of epic level stuff is to excite lower level players into getting to those top levels so that they put more time into the game. It's not going to work unless it feels like an award, and phrase it however you want but, changing your mastery into your epic power set or whatever is not an award. It's like winning a race and the announcer going up to you all like "Congratulations!! Now you have the option to trade your left foot for this fabulous trophy!!", you're not going feel like you've been awarded anything if you have to buy it!!

[b]Yes[/b]. That. IMO SP should just be a given when you reach a certain point and not require traditional spending of xp/points/whatever as the other powers would.

"Sewer trial LFM (6/8) - Need tanks!"

Formerly known as:
H: Nephilos, Demio, Weather Lady, Neutrino Smash
V: Batrachio, Kain Doshi, Mad Mary, Soulbeard

Tannim222
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I've been tracking the thread

I've been tracking the thread and just want to give a couple of bits of advice.

Try not to think about what a power may look like. The aesthetics are only really limited by a loose-knit list of guidelines based on a power set's mechanical theme. Such as the oft given example of Burning using damge over time as its main mechanic and the aesthetics are only limited to "stuff that burns" in probably the loosest of definitions of the term.

Also try not to imply a reason for why a character may or may not have a power. Even if a 16 year old 'fire' wielding hero gains a powerful non-burning power late in their levels. It is no more necessary to attempt to limit this type choice than a gravity and thermal radiation controlling hero ends up with mental powers late in their levels. Or getting the ability to create a spirit pet even after the "level cap". Leave such reasonings to the player (much less than trying to sort the reasoning of aesthetics a player might choose).

Now, as to taking a power from a set and improving it to be the "signature power" of the hero, the system already provides the method of improving powers. Gaining xp gives levels, levels can earn sockets which the player can assign to a given power.
Sockets can be fitted with Augments which improves what the power does or possibly add something new to it. Eventually, Augments can be had which provide Refinement Sockets into which Refinements can be placed. Refinements improve how a power does what it does such as improving accuracy or recharge. But Refs can also change thins such as possibly giving an area cone effect to a single targrt power.

Eventually there will be sets of Augs and Refs which will provide additional bonuses to that power (we are avoidingn globa bonuses as much as possible). It is not out of the realm of possibiity of s unique Aug / Ref set which can only be used once on an entir character giving a particular power unique benefits.

Taking thisna step further, a player may decide most of their powers fall into a particualr aesthic theme (most of my burning powers are yellowish flame) but take one particualr power and make it white lightning. In effect, the player designsted their character's signature power by their choice in plassignjng sockets, investing in thiose sockets, and giving it a distinctive appearance apart from the rest of their powers.

Since this is all possible, I'm looking at what would provide something further unique to build out the character, possibly one of several methods of horizontal advancement systems for post 50 play.

One of the ideas for signature powers was for players to "build" a power from scratch, starting with borad categories such as attack or protection or summoning and have myriad of paths each can take to make the power, which given how Augs and Refs can change powers, this power may not need them or need special versions only available for this type of power.

But I'm also particualrly keen on the idea of expanding upon Mastery powers. For one, as I said, they define the character's ability to perform their role. But the system doesn't do much else once the player finishes their selection of Mastery powers. Having something new to do with Mastery powers as a late / end game horizontal progression system intrigues me.

Another mention was on mechanic limite and benefits to similar sets providing distinction. This is something aleady being done within the set mechanics themselves. Because powers have to be designed agnostic to aesthetics, mechanics provide the distinction between sets.

Really though, there is something more fundamental to grasp. Is a signature power something a chaeacter uses on a regular basis being the "defining" move the character commonly uses? Or is a signature power that unique ability used in partcularly tactful moments?

For some, going back to the old game, it is the latter. As was stated ealier upthread, players were looking to certain npcs and their unique powers and wanted something similar for their own.

That doesn't mean we must hold to the same idea for our game, but it is appealing to me at least.

[hr]I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
[color=#ff0000]Tech Team. [/color]

notears
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Commander J wrote:
Commander J wrote:

Precisely. It's not about limiting for the sake of limiting, it's about constructing choices and discovering new paths to unique options. In my initial thought I described separate hidden sets of power templates that are discovered only when certain other power combination choices were made. I want as many options as the devs have the time and creativity to make :)
notears wrote:
Sounds like a way to hamper creativity for no good reason.... also? Wrong place, this is the "Our version of end game character choice" Thread... you wanna talk about this? Make another thread.
Doctor Tyche wrote:
Signature Powers has been a topic for awhile. But as we are not launching at level cap, it's not fully developed. I, for one, would love to hear everyone's ideas.
I know you started this thread notears. I thought the conversation was about Epic Power Pool Alternatives, with Signature powers being one of them. Granted it might not have been where you were going initally, but you've generated a valuable conversation. At this point it's less the details and moreso the concepts we're bouncing around.

Right right, point taken... not on the limiting not for the sake of limiting thing but your point about my comment telling you you're out of place. That was uncalled for on my part and I do apologize. You're whole thing about premade themes that you can't click away from? That's like saying you have to use premade costumes... I mean I know you feel like it would be more realistic, but... supers isn't about realism... it's about fantasy... if you want realism you need to look at capepunk, not supers... Also? This is meant to be a spiritual successor to CoX, and CoX? Had a lot of creativity to it, heck people made ATs within other ATs, like blappers or offenders. People are already excited about decouplization, and to take that away is like a major cockblock right now. People want this.... a lot of people want this... they like the idea of completely being able to choose how there power looks and changing how their powers look as they level up and explore the game. People want to be the ones who decide how their powers look like, not the game.

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

[CENTER][URL=http://www.nodiatis.com/personality.htm][IMG]http://www.nodiatis.com/pub/24.jpg[/IMG][/URL][/CENTER]

Commander J
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Thank you Tannim222, very

Thank you Tannim222, very valuable insight.

"Sewer trial LFM (6/8) - Need tanks!"

Formerly known as:
H: Nephilos, Demio, Weather Lady, Neutrino Smash
V: Batrachio, Kain Doshi, Mad Mary, Soulbeard

notears
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Tannim222 wrote:
Tannim222 wrote:

I've been tracking the thread and just want to give a couple of bits of advice.
Try not to think about what a power may look like. The aesthetics are only really limited by a loose-knit list of guidelines based on a power set's mechanical theme. Such as the oft given example of Burning using damge over time as its main mechanic and the aesthetics are only limited to "stuff that burns" in probably the loosest of definitions of the term.
Also try not to imply a reason for why a character may or may not have a power. Even if a 16 year old 'fire' wielding hero gains a powerful non-burning power late in their levels. It is no more necessary to attempt to limit this type choice than a gravity and thermal radiation controlling hero ends up with mental powers late in their levels. Or getting the ability to create a spirit pet even after the "level cap". Leave such reasonings to the player (much less than trying to sort the reasoning of aesthetics a player might choose).
Now, as to taking a power from a set and improving it to be the "signature power" of the hero, the system already provides the method of improving powers. Gaining xp gives levels, levels can earn sockets which the player can assign to a given power.
Sockets can be fitted with Augments which improves what the power does or possibly add something new to it. Eventually, Augments can be had which provide Refinement Sockets into which Refinements can be placed. Refinements improve how a power does what it does such as improving accuracy or recharge. But Refs can also change thins such as possibly giving an area cone effect to a single targrt power.
Eventually there will be sets of Augs and Refs which will provide additional bonuses to that power (we are avoidingn globa bonuses as much as possible). It is not out of the realm of possibiity of s unique Aug / Ref set which can only be used once on an entir character giving a particular power unique benefits.
Taking thisna step further, a player may decide most of their powers fall into a particualr aesthic theme (most of my burning powers are yellowish flame) but take one particualr power and make it white lightning. In effect, the player designsted their character's signature power by their choice in plassignjng sockets, investing in thiose sockets, and giving it a distinctive appearance apart from the rest of their powers.
Since this is all possible, I'm looking at what would provide something further unique to build out the character, possibly one of several methods of horizontal advancement systems for post 50 play.
One of the ideas for signature powers was for players to "build" a power from scratch, starting with borad categories such as attack or protection or summoning and have myriad of paths each can take to make the power, which given how Augs and Refs can change powers, this power may not need them or need special versions only available for this type of power.
But I'm also particualrly keen on the idea of expanding upon Mastery powers. For one, as I said, they define the character's ability to perform their role. But the system doesn't do much else once the player finishes their selection of Mastery powers. Having something new to do with Mastery powers as a late / end game horizontal progression system intrigues me.
Another mention was on mechanic limite and benefits to similar sets providing distinction. This is something aleady being done within the set mechanics themselves. Because powers have to be designed agnostic to aesthetics, mechanics provide the distinction between sets.
Really though, there is something more fundamental to grasp. Is a signature power something a chaeacter uses on a regular basis being the "defining" move the character commonly uses? Or is a signature power that unique ability used in partcularly tactful moments?
For some, going back to the old game, it is the latter. As was stated ealier upthread, players were looking to certain npcs and their unique powers and wanted something similar for their own.
That doesn't mean we must hold to the same idea for our game, but it is appealing to me at least.

Oh cool, well thanks for sharing crowbar daddy!!

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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JulesB
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notears wrote:
notears wrote:

Commander J wrote:
Precisely. It's not about limiting for the sake of limiting, it's about constructing choices and discovering new paths to unique options. In my initial thought I described separate hidden sets of power templates that are discovered only when certain other power combination choices were made. I want as many options as the devs have the time and creativity to make :)
notears wrote:
Sounds like a way to hamper creativity for no good reason.... also? Wrong place, this is the "Our version of end game character choice" Thread... you wanna talk about this? Make another thread.
Doctor Tyche wrote:
Signature Powers has been a topic for awhile. But as we are not launching at level cap, it's not fully developed. I, for one, would love to hear everyone's ideas.
I know you started this thread notears. I thought the conversation was about Epic Power Pool Alternatives, with Signature powers being one of them. Granted it might not have been where you were going initally, but you've generated a valuable conversation. At this point it's less the details and moreso the concepts we're bouncing around.
Right right, point taken... not on the limiting not for the sake of limiting thing but your point about my comment telling you you're out of place. That was uncalled for on my part and I do apologize. You're whole thing about premade themes that you can't click away from? That's like saying you have to use premade costumes... I mean I know you feel like it would be more realistic, but... supers isn't about realism... it's about fantasy... if you want realism you need to look at capepunk, not supers... Also? This is meant to be a spiritual successor to CoX, and CoX? Had a lot of creativity to it, heck people made ATs within other ATs, like blappers or offenders. People are already excited about decouplization, and to take that away is like a major cockblock right now. People want this.... a lot of people want this... they like the idea of completely being able to choose how there power looks and changing how their powers look as they level up and explore the game. People want to be the ones who decide how their powers look like, not the game.

[b]Ummm... no....[/b]

No one wants premade costumes, no one's talking about super-realism, and no one is dissing decouplization. Think you missed the point.

notears
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Oh also I do have a question

Oh also I do have a question about the animations, I have an idea for a villain who's basicly a martial artist with a poison gas gun, I was wondering would it at all be possible for me to have all or atleast most of my animations for that villain's primary melee powerset be me pistol whipping my opponent, and have my secondary support be me actually using the gas gun to poison people? Or are the pistol whipping animations stuck in like tertiary's? Also is it at all possible for me to make a totally ranged speedster character based around animations of running up and punching a guy in the face and running back, or do I have to be a melee guy to have a weaponless speedster guy as a concept?

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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notears
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JulesB wrote:
JulesB wrote:

notears wrote:
Commander J wrote:
Precisely. It's not about limiting for the sake of limiting, it's about constructing choices and discovering new paths to unique options. In my initial thought I described separate hidden sets of power templates that are discovered only when certain other power combination choices were made. I want as many options as the devs have the time and creativity to make :)
notears wrote:
Sounds like a way to hamper creativity for no good reason.... also? Wrong place, this is the "Our version of end game character choice" Thread... you wanna talk about this? Make another thread.
Doctor Tyche wrote:
Signature Powers has been a topic for awhile. But as we are not launching at level cap, it's not fully developed. I, for one, would love to hear everyone's ideas.
I know you started this thread notears. I thought the conversation was about Epic Power Pool Alternatives, with Signature powers being one of them. Granted it might not have been where you were going initally, but you've generated a valuable conversation. At this point it's less the details and moreso the concepts we're bouncing around.
Right right, point taken... not on the limiting not for the sake of limiting thing but your point about my comment telling you you're out of place. That was uncalled for on my part and I do apologize. You're whole thing about premade themes that you can't click away from? That's like saying you have to use premade costumes... I mean I know you feel like it would be more realistic, but... supers isn't about realism... it's about fantasy... if you want realism you need to look at capepunk, not supers... Also? This is meant to be a spiritual successor to CoX, and CoX? Had a lot of creativity to it, heck people made ATs within other ATs, like blappers or offenders. People are already excited about decouplization, and to take that away is like a major cockblock right now. People want this.... a lot of people want this... they like the idea of completely being able to choose how there power looks and changing how their powers look as they level up and explore the game. People want to be the ones who decide how their powers look like, not the game.
Ummm... no....
No one wants premade costumes, no one's talking about super-realism, and no one is dissing decouplization. Think you missed the point.

Well commander J was, and I was replying to him.

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Tannim222
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notears wrote:
notears wrote:

Oh also I do have a question about the animations, I have an idea for a villain who's basicly a martial artist with a poison gas gun, I was wondering would it at all be possible for me to have all or atleast most of my animations for that villain's primary melee powerset be me pistol whipping my opponent, and have my secondary support be me actually using the gas gun to poison people? Or are the pistol whipping animations stuck in like tertiary's? Also is it at all possible for me to make a totally ranged speedster character based around animations of running up and punching a guy in the face and running back, or do I have to be a melee guy to have a weaponless speedster guy as a concept?

It is impossible to say anything with 100% certainty but there is always the possibility. One of things we are specifically seeking to avoid is limiting animations to "only in that tertiary". Now keep in mind that certain sets may utilize mechanical themes which dictate specific aesthetics for practical application for both the player ease of use, or for clear indication of function. But such should be a minority.

So if there we a melee set in which using a pistol to fight with in melee were given for animation selection, and that character had some sort of debuff and or controls in which 'poison gas' were a possible animation selection (by the theme) you could have the same weapon model equipped and select thr weapon as the emanation point for those powers.

As to the ranged attacks using "speedster melee"'as a theme whereby you 'run up' attack and return to your original position? Again, possible. And was an example we used in our discussions even!

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Tannim did point out that we

Tannim did point out that we have two topics of discussion going on here simultaneously.

We started the thread talking about Epic Powers, a top-level power choice. Doctor Tyche mentioned that MWM has been discussing signature powers. He didn't say they were top-level, but he didn't have to since it was in the thread about top-level epic powers.

The discussion of signature powers then lead to some really good discussion about what is a signature power, and that discussion started entertaining ideas about non-top-level powers. It looked like some of us were still discussing only epic powers and some of us were discussing signature powers. There is room to have signature powers be epic powers, but they don't have to be.

The use of masteries and assigning augment slots as we level up have a build-as-you-go flavour to them. So I see less of a demand for a build-as-you-go signature power. Not that it wouldn't be cool, but from a game design perspective, we already have the ability to make any of our abilities special in both power and look.

This leads us back to a more Epic style signature power. I still believe that the choice of epic power should be limited to the class and masteries of a character. This way not every character in the whole world is choosing from the same set of options, and thus we wouldn't have 90% of the player base all choosing the same three like we did in CoX.

I also believe the earlier thoughts about epic powers being unbalancing was a very insightful warning. Because I know if I had an epic power I could activate whenever I wanted to, I would wait until the boss to unload it. And if everyone in the group does the same, then we have to build the boss encounted under the assumption that the entire party will be unleashing epic powers at it. That makes the epic powers wholly un-epic and it makes the boss encounter far too difficult for people who have their epic powers on cooldown. Thus the best solution I have seen is to assign epic powers to momentum. Since momentum gain is less predicable and a strategic resource, it makes Epic powers less wrote. So when someone lets off an Epic momentum-fueled mastery power it is a special thing.

Actually, the idea of Momentum-fueled Epic powers associated with a character's class choice already exists in MMORPG. Its known as a [i]limit-break[/i] in FFXIV.
[youtube]-e2mYic_qck[/youtube]

Even though we came to it by our own route, it is assuring to know that another development team of a very successful game and franchise also came to the same conclusions.

[hr]I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.

notears
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Tannim222 wrote:
Tannim222 wrote:

notears wrote:
Oh also I do have a question about the animations, I have an idea for a villain who's basicly a martial artist with a poison gas gun, I was wondering would it at all be possible for me to have all or atleast most of my animations for that villain's primary melee powerset be me pistol whipping my opponent, and have my secondary support be me actually using the gas gun to poison people? Or are the pistol whipping animations stuck in like tertiary's? Also is it at all possible for me to make a totally ranged speedster character based around animations of running up and punching a guy in the face and running back, or do I have to be a melee guy to have a weaponless speedster guy as a concept?
It is impossible to say anything with 100% certainty but there is always the possibility. One of things we are specifically seeking to avoid is limiting animations to "only in that tertiary". Now keep in mind that certain sets may utilize mechanical themes which dictate specific aesthetics for practical application for both the player ease of use, or for clear indication of function. But such should be a minority.
So if there we a melee set in which using a pistol to fight with in melee were given for animation selection, and that character had some sort of debuff and or controls in which 'poison gas' were a possible animation selection (by the theme) you could have the same weapon model equipped and select thr weapon as the emanation point for those powers.
As to the ranged attacks using "speedster melee"'as a theme whereby you 'run up' attack and return to your original position? Again, possible. And was an example we used in our discussions even!

Right, right sorry getting off topic there's a thread already called "Animation suggestion thread" that you devs can look over for a better idea of what people want for their power animations. However for the signature power? I do like the idea of it being powered by momentum rather than having a long recharge, but I have a different idea for the "tie it to masteries" thing. Rather than you having to give up your mastery, I'd like it if your choice of initial signature powers was determined by your classification, but you also had other powers and things to add to you're signature power based on what masteries and specification you picked. Like for instance when you reach the appropriate level with a melee classification you could have your pick of 2 attacks that you can choose the damage of, one for single target, and one for AoE, but if you picked the support specification, you also get another option, a self targeted AoE that either buffs or heals you and everyone around you, and for your attack signature moves you also get more options to add things like, an PBAoE that heals or buffs everyone in it as a sideaffect, and if you picked the surprise strike, you could add a side affect that says your signature power deals even more damage to someone who isn't targeting you.

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Commander J
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notears wrote:
notears wrote:

JulesB wrote:
notears wrote:
Commander J wrote:
Precisely. It's not about limiting for the sake of limiting, it's about constructing choices and discovering new paths to unique options. In my initial thought I described separate hidden sets of power templates that are discovered only when certain other power combination choices were made. I want as many options as the devs have the time and creativity to make :)
notears wrote:
Sounds like a way to hamper creativity for no good reason.... also? Wrong place, this is the "Our version of end game character choice" Thread... you wanna talk about this? Make another thread.
Doctor Tyche wrote:
Signature Powers has been a topic for awhile. But as we are not launching at level cap, it's not fully developed. I, for one, would love to hear everyone's ideas.
I know you started this thread notears. I thought the conversation was about Epic Power Pool Alternatives, with Signature powers being one of them. Granted it might not have been where you were going initally, but you've generated a valuable conversation. At this point it's less the details and moreso the concepts we're bouncing around.
Right right, point taken... not on the limiting not for the sake of limiting thing but your point about my comment telling you you're out of place. That was uncalled for on my part and I do apologize. You're whole thing about premade themes that you can't click away from? That's like saying you have to use premade costumes... I mean I know you feel like it would be more realistic, but... supers isn't about realism... it's about fantasy... if you want realism you need to look at capepunk, not supers... Also? This is meant to be a spiritual successor to CoX, and CoX? Had a lot of creativity to it, heck people made ATs within other ATs, like blappers or offenders. People are already excited about decouplization, and to take that away is like a major cockblock right now. People want this.... a lot of people want this... they like the idea of completely being able to choose how there power looks and changing how their powers look as they level up and explore the game. People want to be the ones who decide how their powers look like, not the game.
Ummm... no....
No one wants premade costumes, no one's talking about super-realism, and no one is dissing decouplization. Think you missed the point.
Well commander J was, and I was replying to him.

Nope, neither was I....

"Sewer trial LFM (6/8) - Need tanks!"

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Commander J
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Huckleberry wrote:
Huckleberry wrote:

Tannim did point out that we have two topics of discussion going on here simultaneously.
We started the thread talking about Epic Powers, a top-level power choice. Doctor Tyche mentioned that MWM has been discussing signature powers. He didn't say they were top-level, but he didn't have to since it was in the thread about top-level epic powers.
The discussion of signature powers then lead to some really good discussion about what is a signature power, and that discussion started entertaining ideas about non-top-level powers. It looked like some of us were still discussing only epic powers and some of us were discussing signature powers. There is room to have signature powers be epic powers, but they don't have to be.
The use of masteries and assigning augment slots as we level up have a build-as-you-go flavour to them. So I see less of a demand for a build-as-you-go signature power. Not that it wouldn't be cool, but from a game design perspective, we already have the ability to make any of our abilities special in both power and look.
This leads us back to a more Epic style signature power. I still believe that the choice of epic power should be limited to the class and masteries of a character. This way not every character in the whole world is choosing from the same set of options, and thus we wouldn't have 90% of the player base all choosing the same three like we did in CoX.
I also believe the earlier thoughts about epic powers being unbalancing was a very insightful warning. Because I know if I had an epic power I could activate whenever I wanted to, I would wait until the boss to unload it. And if everyone in the group does the same, then we have to build the boss encounted under the assumption that the entire party will be unleashing epic powers at it. That makes the epic powers wholly un-epic and it makes the boss encounter far too difficult for people who have their epic powers on cooldown. Thus the best solution I have seen is to assign epic powers to momentum. Since momentum gain is less predicable and a strategic resource, it makes Epic powers less wrote. So when someone lets off an Epic momentum-fueled mastery power it is a special thing.
Actually, the idea of Momentum-fueled Epic powers associated with a character's class choice already exists in MMORPG. Its known as a limit-break in FFXIV.
Even though we came to it by our own route, it is assuring to know that another development team of a very successful game and franchise also came to the same conclusions.

I'm starting to lean more with this guy. Since there is going to be some much customization to begin with, perhaps SP should be more epic and obtained later rather than earlier.

"Sewer trial LFM (6/8) - Need tanks!"

Formerly known as:
H: Nephilos, Demio, Weather Lady, Neutrino Smash
V: Batrachio, Kain Doshi, Mad Mary, Soulbeard

Pyromantic
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Tannim222,

Tannim222,

Thanks for providing some feedback to help guide the discussion. I find it fascinating to get some tidbits on systems like augments/refinements, and hearing some of the potential you've already considered in allowing players to customize powers (such as adding a cone effect) further convinces me the game will be very fun to play. When I think "signature powers" I feel like you've already covered a lot of the ground we could in the sense of allowing players to distinguish themselves in many mechanical and aesthetic ways.

It is hard to know how this discussion might fit in the grander scheme when we have only a vague sense of how many powers a character has, how masteries work, and what needs a player will have at end levels. However, I have a suggestion for something and would appreciate further feedback from you on whether this is in the direction you're thinking.

Instead of "signature powers" per se, a character can learn epic powers. As a horizontal progression system, you can continue to learn several epic powers. However, any time you use an epic power, it leads to a global cooldown on all your epic powers. All classifications may get to choose from the same selection, but what ties them specifically to you is that you must choose an activation condition corresponding to one of your masteries, in addition to it simply being off cooldown.

Let me speculate on some potential activation conditions for each mastery based on the primer on masteries for Commanders:
[list][*]Magnitude: You may activate your epic power on a target for a few seconds after a critical control lands on it.
[*]Oppression: Any time an enemy is defeated while having one of your control effects on it, you may activate your epic power for a few seconds.
[*]Focus: Have a single control effect last a certain length of time (looking at the benefits described in the article, this would happen when your allies gang up on the enemy to extend your control's duration.)
[*]Restrainment: Land a control on a target below a certain health.
[*]Supremacy: Build up a certain amount of momentum. (I'm assuming Supremacy works on that basis.)[/list]

Let me further speculate on how this might work for a hypothetical Commander. I will include the player's aesthetic motivation behind these choices to illustrate how the system might be used, but not to suggest any restrictions. This Commander, Freezie McFreezer, has selected "freezing control" as a primary powerset. This set includes slows as a secondary effect, and in Freezie's case, this is because the player has chosen a cold aesthetic for most powers. His secondary powerset is "primal manipulation," a buffing/debuffing set which produces greater effects when there are defeated foes nearby; Freezie manifests this aesthetically as drawing energy from the life force of enemies frozen to death. Freezie has reached level 50, and gets to select his first epic power. Freezie decides to select [I]Massive Blast[/I] as that power, which does a high amount of ST damage. Because Freezie has previously selected the Magnitude Mastery, he decides to attach [I]Massive Blast[/I] to that. From now on, whenever he lands a critical control on a target, he can follow it with [I]Massive Blast[/I] for significant damage. Aesthetically, this is because Freezie's critical control has put a deep freeze on the target, and he can shatter it to hit it hard. Because [I]Massive Blast[/I] has a 1-minute cooldown, he won't be able to use it (or any other epic powers) for one minute, even if he lands more critical controls.

After some more adventures, Freezie has a chance to learn another epic power. He selects [I]Epic Summon[/I] which allows him to summon a customized minion. Freezie also has a tier in the Oppression Mastery, and attaches this power to it. Now when Freezie has a control effect on an enemy when it is defeated, he may use [I]Epic Summon[/I]. Aesthetically, this is because he can draw out the life force of enemies he has frozen before they died, and he designs the summoned minion as an undead shadow-like creature. [I]Epic Summon[/I] is quite strong and carries a 5-minute cooldown. Now when Freezie uses this power, he will not be able to activate [I]Massive Blast[/I] or [I]Epic Summon[/I] until the epic power cooldown wears off 5 minutes later.

My theory behind this idea is to allow players all to choose from a single pool of powers--reducing design work and allowing for more options for players--while tying epic powers to Masteries to ensure that they play differently for each character and requiring more tactical focus and awareness than simply waiting for your big bad power to recharge. As it has a shared cooldown, characters will benefit from having more epic powers in that it will be easier to find opportunities to activate them and will have more options, but there won't be a significant power disparity between a character with one epic and a character with several.

[url=https://cityoftitans.com/forum/compilation-information-city-titans](Unofficial) Compilation of Information on City of Titans[/url]

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That could work very well,

That could work very well, though another option would be to have them as a "triggered effect" on existing powers that otherwise work in the exact way as you describe it except that when they become available in their enhanced version they'll temporarily disregard CD's from their normal form (which still counts down). This would of course necessitate a central display/timer for the epic effects CD.

Or maybe combining them so one can choose to have them as either an effect or free-standing power. If we get free-standing powers only then I would probably macro it to behave in this way as far as possible since it just seems more "efficient" somehow.

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Ok, I rather like the

Ok, I rather like the direction this went to. Allow me to posit a concept for you all based on what has been discussed. Keep in mind this is, for now, only 'talk' and nothing is guaranteed.

At level cap (50), a player may choose to designate xp toward taking an existing power and adding Epic effects turning it into a Signature Power.

Diverted xp allows a player to designate any power of their character to receive (a) Signature Power Socket(s). Into which once earned, Signature Power Augments may be placed.

Signature Power Augments will provid an Epic Effect; an effect produced based on conditions met through use of Mastery Powers. As there are a num er of posible combinations of Mastery Powers, there may be one or more set of consitions as well as different selectable SPAs with different Epic Effects which may require further investment through diverted xp to improve the SPA.

Upon the consitions being met, once the power is activated (or if already active such as toggles or passives), the Epic Effect is triggered. Once triggered the Epic Effect has its own unique cool down separate from the basr power's cool down.

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Tannim222 wrote:
Tannim222 wrote:

At level cap (50), a player may choose to designate xp toward taking an existing power and adding Epic effects turning it into a Signature Power.

What other options might there be toward which to put XP at the level cap?

I haven't followed this thread closely so I may well have missed that part.

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Tannim222 wrote:
Tannim222 wrote:

Ok, I rather like the direction this went to. Allow me to posit a concept for you all based on what has been discussed. Keep in mind this is, for now, only 'talk' and nothing is guaranteed.
At level cap (50), a player may choose to designate xp toward taking an existing power and adding Epic effects turning it into a Signature Power.
Diverted xp allows a player to designate any power of their character to receive (a) Signature Power Socket(s). Into which once earned, Signature Power Augments may be placed.
Signature Power Augments will provid an Epic Effect; an effect produced based on conditions met through use of Mastery Powers. As there are a num er of posible combinations of Mastery Powers, there may be one or more set of consitions as well as different selectable SPAs with different Epic Effects which may require further investment through diverted xp to improve the SPA.
Upon the consitions being met, once the power is activated (or if already active such as toggles or passives), the Epic Effect is triggered. Once triggered the Epic Effect has its own unique cool down separate from the basr power's cool down.

Could there be signature power augment related missions/content to do to get those augments maybe? I know players are always hungry for more content, but that might be a good idea. Not that you'd have to do any one type of content to get the XP, just that there might be post-cap content that would get you XP and maybe have a chance (or a better chance than normal) to get the components and raw materials needed to make such objects as you'd then want.

Of course, any discussion like this also leads to "will any of the possible Signature Power options end up being totally OP when slotted with the right Augments and Epic effects? You'd need to keep an eye on that.

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