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I want my Nemesis Staff and Sands of MU

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Cyclops
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I want my Nemesis Staff and Sands of MU

I got really used to them in COH. Please let me buy versions of them here.
Starting a new character with these little extras really gave me a boost.

Please. Put up your versions up for sale,

Thank you.

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Gangrel
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I tried to avoid using them

I tried to avoid using them when I could in the early levels of the game because I wanted to play the character as a "virgin" character... however, they were too useful (or powerful) for most builds out there (or at least I found them more useful than NOT useful). If anything because they helped fill in empty space whilst you waited for powers to recharge.

Personally: Don't sell them but make the early level combat experience NOT need something like this (to fill up dead space where there is literally *nothing* that you can do apart from move as you wait for powers to recharge)

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Redlynne
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I'm going to be a "negative

I'm going to be a "negative Nancy" on this point and say that if anything akin to Nemesis Staff and/or Sands of Mu makes an appearance in City of Titans, they would be better done as crafted Temp Powers with finite charges, than as "permanent" Powers that last forever and have long Recharge timers. That way, people who "want" those Powers have access to them, but have to "pay for the privilege" of using them, since they'll be Temporary. Having these Powers be "permanent Veteran" Powers completely skewed the power balance from Levels 1-10 away from the original intention, but by Level 50 these Powers barely rated a slot on the hotbars.

In fact, I would even go so far as to suggest that such Temporary Powers ought to be "gated" behind an unlock Mission ... much like Capes were gated behind an unlock Mission. The only difference is, with the Temp Power versions, that simply gives you the formula to craft them at a crafting station (bring your own resources to make), rather than just handing you the Temp Power and expecting you to burn them down before making a new copy.

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Lothic
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I tend to lean towards what

I tend to lean towards what Redlynne has said about the Nemesis Staff and Sands of Mu. They were probably a little too powerful as "permanent" powers which led to their overuse which Cyclops himself implied and Gangrel directly mentioned.

Instead of just a couple of "so good it's hard to avoid using them with almost any character" powers like this I'd prefer being able to select from a larger pool of non-origin specific "filler" powers. Frankly there were times where I had character concepts that neither the Nemesis Staff nor the Sands of Mu made any sense for but I still used them because there often was no other alternative.

I have no problem with a character getting to use a "filler" power when desired, but those powers should be generally less useful overall than the Nemesis Staff and Sands of Mu were and instead of just those two we ought to have say at least 8 or 10 different choices to choose from that are all roughly equivalent in terms of powers/effects. This way we could use a "filler" power that not only more likely fits in with our specific character concepts but also isn't so powerful that we end up wanting to use them forever regardless of need or level.

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Fireheart
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Temp Powers should also scale

Temp Powers should also scale to level. Then they wouldn't have that over-powered to don't-bother transition.

Be Well!
Fireheart

Radiac
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I disagree with making them

I disagree with making them scale from an immersion perspective. I'd rather have a revolver do the same damage for everyone, and then when you outlevel the revolver, you move up to the shotgun, or laser rifle, or whatever. I'd rather have a series of different things with increasingly good effects as you go up in level.

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Izzy
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Lothic wrote:
Lothic wrote:

I tend to lean towards what Redlynne has said about the Nemesis Staff and Sands of Mu. They were probably a little too powerful as "permanent" powers which led to their overuse which Cyclops himself implied and Gangrel directly mentioned.
Instead of just a couple of "so good it's hard to avoid using them with almost any character" powers like this I'd prefer being able to select from a larger pool of non-origin specific "filler" powers. Frankly there were times where I had character concepts that neither the Nemesis Staff nor the Sands of Mu made any sense for but I still used them because there often was no other alternative.
I have no problem with a character getting to use a "filler" power when desired, but those powers should be generally less useful overall than the Nemesis Staff and Sands of Mu were and instead of just those two we ought to have say at least 8 or 10 different choices to choose from that are all roughly equivalent in terms of powers/effects. This way we could use a "filler" power that not only more likely fits in with our specific character concepts but also isn't so powerful that we end up wanting to use them forever regardless of need or level.

Well, if Aesthetic Decoupling is available for Temp powers too, we might only need to consider the Type then, Melee, Ranged (Close, Far, Very Far), Cones, etc...

Cyclops
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Wah. You guys are gonna make

Wah. You guys are gonna make me work for a living!

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Fireheart
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Well, in CoH, I crafted a

Well, in CoH, I crafted a Revolver, mainly as a prop, but I was greatly disappointed to find it was ONLY good as a prop, because the damage per use was horrid.

Similarly, I used a Louisville Slugger with One character, a Scrapper, and it was useful for only a few levels, before I had plenty of powers for my tray.

I'd like temporary and reward powers to scale in a useful way.

Be Well!
Fireheart

Gangrel
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Fireheart wrote:
Fireheart wrote:

Well, in CoH, I crafted a Revolver, mainly as a prop, but I was greatly disappointed to find it was ONLY good as a prop, because the damage per use was horrid.

Some of them were lousy even at lower levels. Some of them just outright *sucked* in the damage front. But there were the others that had a good bonus effect (-to hit for example or web grenade or something else...)

Quote:

Similarly, I used a Louisville Slugger with One character, a Scrapper, and it was useful for only a few levels, before I had plenty of powers for my tray.
I'd like temporary and reward powers to scale in a useful way.
Be Well!
Fireheart

I think part of this problem was down to how CoX enhancement worked. The temp powers *couldn't* be enhanced directly, but if you had a lot of set bonuses at least the to hit/recharge could be improved, but apart from that they just had "stock damage".

They also had their own "level scaling" that was AT agnostic. So this is why I found the damage output from them "better" when on my controller rather than on a scrapper (all dependant on how I slotted them.. but throwing out a hit for over 150 damage compared to my *normal* 10-30 a tick was an improvement. Not so good when you are hitting for over 300 damage per attack at relatively lower levels.

So I guess this all depends on the point of view you take. Maybe they should have taken into account the AT damage mod as well?

Side note: There was always the Lost Cure.... that worked on them directly no matter the level of the mob. So it was always handy if you found a high level Lost around.

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1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

Gorgon
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Fireheart wrote: Temp Powers
Fireheart wrote:

Temp Powers should also scale to level. Then they wouldn't have that over-powered to don't-bother transition.Be Well!
Fireheart

This. If OP early on is an issue, scale it back.

Nemesis staff was on my scrapper and MM hotbars in endgame because of it's ability to knock runners on their can briefly, rather than for damage. Utility over damage.

As a blast, it can also help fill a gap in characters with little or no blasts, like scrappers and tanks, and MMs who don't take offensive powers. Or controllers and defenders, for that matter, who wanna focus on their core abilities first rather than force in a blast just so they aren't helpless.

One of the cooler things about CoH was they weren't anal retentive about highly planned and controlled balance. Consider the miserable state of highly limited variance in WoW or SW: TOR.

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The very existence of the taunting tank irritates, for it requires idiotic AI that obeys the taunt.

Izzy
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Temp powers should fill a Gap

Temp powers should fill a Gap, and when your toon comes into its own from other powers in Primary; Secondary; Tertiary, Temp powers should be forsaken. Excluding travel powers. ;D

So.. Early levels, Temp Powers A Must.
Late Levels, Temp Powers A Bust.

(certain AV's or for other situational story/plot reasons is ok, too)

Fireheart
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Okay, but Gorgon's point

Okay, but Gorgon's point about temp power utility, even in Endgame, is completely valid.

My L50 Tanker kept both Blackwand and Nem-staff on the tray and USED them for their utility. Blackwand could soft-pull at long distances, Nemesis Staff could save your squishies from across the room, or knock off a runner. I am Tanker, those are MY squishies and thou shalt not mess with them!

My Controllers often needed an extra blast-type power, or one with a different damage-type, to be more effective. Especially once everything was locked-down.

So, I object to the idea that Temp Powers are 'a bust' in later levels. Temp powers often had utility effects beyond the obvious, and even the obvious effects could be situationally valuable.

Be Well!
Fireheart

RottenLuck
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I had a goal of making a

I had a goal of making a character who was a trick of all trades gadgeteer. I set out to get as many temp powers as I could so he would always have an ace up his sleeve. The down side is most of those temps weren't useful when he was level 50.

So I vote for scaling temps. Sure I rarely used them but I want temp powers to work whenever just so I could have the guy that has a spare hand grenade behind his back for.. reasons.

I had all the different types of warheads from Warburg.

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Redlynne
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Except there was nothing

Except there was nothing "Temp" about the Blackwand or the Nemesis Staff. They were permanent Powers that you got to keep forever.

So ... that said ...

We already know that everyone gets a "free" Travel Power at Level 1.
Why not have a collection of Sands of Mu/Nemesis Staff type Powers that you get to Pick One (or Two?) of for Level 1 which then serves the purpose of not only these specific Vet Rewards Powers but also the Origin Powers that we had in City of Heroes.

That way, you've got your Primary, your Secondary, your Travel and your "starter" Pool Powers to choose for beginning the game. That then lets you have enough options to be able to not have to Tier 1 + Brawl everything on the Tutorial Map.

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Izzy
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I might suggest A Stun Type

I might suggest A Stun Type of Temp power when you roll your 1st toon. Either you have it by default at level 1, or... a Contact/Trainer perhaps Lends it to you.

After you reach a certain level, 8 ish??? another Trainer informs you that the City is running low on the Stun Devices (Temp Power) and there are new recruits that need that Temp Power to have a fighting chance. And they take it away. ;)

A Temp power that can Stuns even level Leuts for 6 to 7 seconds might be a lifesaver, as you healt starts to drop and you need to make your exit stage left. ;)
Sorta like the Taser temp from CoH, but... needs to work on con level Leuts. as well. If foe attacked, Stun wears off right away. etc...

blacke4dawn
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Redlynne wrote: Except there
Redlynne wrote:

Except there was nothing "Temp" about the Blackwand or the Nemesis Staff. They were permanent Powers that you got to keep forever.So ... that said ...We already know that everyone gets a "free" Travel Power at Level 1.
Why not have a collection of Sands of Mu/Nemesis Staff type Powers that you get to Pick One (or Two?) of for Level 1 which then serves the purpose of not only these specific Vet Rewards Powers but also the Origin Powers that we had in City of Heroes.That way, you've got your Primary, your Secondary, your Travel and your "starter" Pool Powers to choose for beginning the game. That then lets you have enough options to be able to not have to Tier 1 + Brawl everything on the Tutorial Map.

I'd rather they "fix" that by having us be able to start with more than just one power each from our primary and secondary set.

Tannim222
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The design of starting powers

The design of starting powers was one of our earliest coversations about power set design. Suffce it to say, we have got the start of the game covered.

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Radiac
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Tannim222 wrote: The design
Tannim222 wrote:

The design of starting powers was one of our earliest coversations about power set design. Suffce it to say, we have got the start of the game covered.

Sweet. In that case I want to start right now :)

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