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3 Slots for a Power?!?

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Izzy
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3 Slots for a Power?!?

I'm wondering if instead of 6 Slots for a power, we could be using just 3.. and in the later game... level 28+... certain trials could be made to allow you to get 1 enhancement slot.
+28... 1 extra Enhancement Slot or call it a Utility Slot
+38... another Enhancement Slot
+48... another Enhancement Slot

This is assuming we would raise the max level cap as the years progressed.

And, this is assuming that we could transform a single enhancement to act like x2 its output bonus as you reach level 18+. So an Accuracy enhancement that could only have 33% bonus, could be Optimized (yea yea.. we can use that as a upgrade term) to be close to 42% bonus in accuracy, and still just take up 1 enhancement slot. I just havent though of a way to include that mechanic into the CoT world (which hero or villain could make use of, or take advantage of).

And for HamiO type of Enhancements, we could have lvl 28+ trials that reward you with a Combination Procedure (COMB PROC, can be traded on the market) one time use for Creating Dual Purpose enhancements, with some balancing restriction.
Of course... 42% as the max for an IO enhancement was always confusing.... and now i'm pleading to make 100% be the max, less confusion and questions by the n00bs. ;)

So in the post 28+ game, and after allot of trials, you could have your toon slotted like so:

- ex of one power slotting -
1st Slot - 50% x2 Acc / 50% x2 Endurance Reduction
2nd Slot - 50% x2 DMG / 50% x2 Recharge
3rd Slot - 50% x2 -ToHit / 50% x2 KnockBack

50% x2 would have been OPTIMIZED so that its like 100%. (after you did a bunch of trials)
or, instead of the x2, trials can give ways to bump up your bonuses by 5% or 10%, depending on the difficulty settings. And the game would check your Bonuses (of all on team) in determining the AV's bonuses, with the difficulty setting in mind.. to create a somewhat more balanced fight. And the kicker is, as you're team gets more Ubber, so do the AV's. Status Effect, KnockBacks, etc.. all start to pose more and more of a hassle. Its not that you dont have DMG, its that you're not really able to use it optimally. (Evil GRIN!) >:D Try and outsmart the AV, even without a single player of your own with major Status Effects, DeBuffs, etc... It will take longer, but you can Dew Et! ;)

One thing i'm pondering, this is a biggie, does the bonus expire after a few weeks (dwindle way in 4 to 8 weeks, like gas in a gas tank, and if you dont play that toon, might take longer, but still dwindles away?!?).
Do a trial, top off your bonus tank! ;) Or does it stay on as a permanent bonus?
'Cause the name of the game is making players log back in on a somewhat regular basis. ;D

Also, change defense to be 100% max.
and i can avoid questions like... Whats the soft cap at?
100% Damn It! Duhhhh! (:P
Lets not discuss hard caps yet, since the soft cap will eventually be re-balanced in a major release. :P

Enemies, as you do tougher content could have their Enhancements, 60% to as high as 80% for certain bonuses ( varies for different villains/groups even). Certain Boss'es, AV's, etc... bonuses would scales up, and on trails, you can see an AV with 100% Bonuses in Defense and Accuracy.. but not in DMG.. or other status effects.. still around 70%, or whatever balances. ex: if AV has an AoE, it wont be that high in DMG to just one player. Since an AoE has to scatter all about, instead of focusing all its power in one spot. ;)

And if you're thinking how does a player who just got to level 28+ and only has 30% Bonuses still (and never did a trial before), get to beat an AV who has close to 100% bonuses, the solution could be having the Team Leader set the difficulty to Low
(umm.. what if you could choose the difficulty also from the Mission Contact, and not have to hop across the map to a different contact to set the Difficulty?!?)

I have not spent enough time on this... so go ahead and tweak away. ;)

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What i think might work:

What i think might work:
>... trials can give ways to bump up your bonuses by 5% or 10%, depending on the difficulty settings.
> ... the bonus expire after a few weeks (dwindle away in 4 to 8 weeks, like gas in a gas tank). And if you dont play that toon, might take longer ( but still dwindles away ).

What i think needs work still:
- trials that give x2 bonuses. its a permanent bonus... so if a player never did a trial and uses regular enhancements that cap out at 30% at level 30, it means the x2 will give them a 60% Permanent bonus... and the other 40% from doing trials on a regular basis.
But I want players to keep coming back on a regular basis... and i dont know if 40% is big enough of a gap, since each trial can give 10%??? bonus for a certain enhancement. How much would the bonus for each trial need to be to make the player take 3 months to reach 100% if they could only get 2% bonus a day for any/all trials? Math is wonky. ;(

Why 3 Months? A players should have at least 2 ALT's at Max cap. And if they skip a day of doing trials.. does the bonus get raised from 2% to 3%... to allow for players that do other content to not get penalized? But also, not let those players that havent done a trial in weeks get a 10% bonus all at once?!? for just doing one trial after so long.

point being...
- Not Penalize players for doing Other content.
- Nominal Reward for players that want to fast track to UbberVille.

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Quote:
Quote:

...certain trials could be made to allow you to get 1 enhancement slot.

Unless there is some means for PvPers to obtain the same benefit (without being forced into PvE, naturally), I'm going to rank this as a very, very bad idea. Ditto for the combination procedure idea. Even then this assumes that the (die-hard) soloers are ignored.

If the intent is that this is a purely PvE mechanic and is unavailable in PvP, that would obviously solve the PvP aspect.

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Darth Fez wrote:
Darth Fez wrote:

Unless there is some means for PvPers to obtain the same benefit (without being forced into PvE, naturally), I'm going to rank this as a very, very bad idea.

Hmm.. i spent no time worrying about PvP (not my thing so i best not comment too much on it). Sorry.. can someone propose a way to balance things out for PvP'ers? ;)

Q: how did PvP'ers get Hami O's, or Purples, etc... Sounds like PvP'ers never ever did PvE. :P

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Darth Fez wrote:
Darth Fez wrote:

... Ditto for the combination procedure idea. Even then this assumes that the (die-hard) soloers are ignored.

Umm.. without the ComPro (Combination Procedure) mechanic (which is like a HamiO.. just requires you to Craft it), having just 3 slots wont work then. :/ The idea is to have less slots and to give players something to do in their downtime when they just want to be lazy but want to still be logged in the game chatting with others or just chillin'.

Die hard soloers? If they never do a trial, they wont be gimmped... the game will check the Bonuses and look at the mission difficulty settings and they can play at an appropriately challenging level. Remember, you want to just make the other player FEEL like they are better off if they Team Up for the trials and get those bonuses. But for every little bonus increase, the enemy will try to balance that teams bonuses out.. and go toe to toe with them. So in essence, players are spending all that time trying to be better than their enemy, but the game is really not letting them eclipse the enemy. ;)

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That is the difficulty with

That is the difficulty with any such reward mechanic. It has to be presented in a manner that it is not (significantly) easier to obtain the reward by one method than by another, otherwise PvErs will flock to PvP for it, or vice versa. Another option is that if the reward is obtained via PvE it is flagged PvE, and likewise for PvP. Of course this presupposes a number of other conditions.

The most important point, and one I failed to make in my initial post, is that it creates a barrier for entry in PvP. Established PvPers will have the extra slots and the combination procedures, which will give them a distinct advantage over anyone new to the game or to PvP. A newcomer will have to engage in a grind just to reach an even playing field.

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You are speaking from the

You are speaking from the assumption that Enhancements will work [i] in detail [/i] like they did.in City of Heroes. This assumption is fallacious, as there will be differences to City of Heroes, anyways.

And what are you trying to archieve with your proposal?

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Darth Fez wrote:
Darth Fez wrote:

... Established PvPers will have the extra slots and the combination procedures, which will give them a distinct advantage over anyone new to the game or to PvP. A newcomer will have to engage in a grind just to reach an even playing field.

I dont see a problem. I play Street Fighter 4 and dont really expect someone that just started to play today to beat me. That would be just Absurd! I'd quit the game if that was remotely possible. If you want to place a RANK on the PvP'ers, so n00bs know... he/she are facing a BETTER player.. since their Ranking is an A, then be my guest. ;)

Of course once n00bs start to realize what the rankings are, you might see less and less PvP match ups. But guess what, if VETs are PvP"ing against the same n00bs, the n00bs will drop playing PvP all-together anyways. So nothing gained, nothing lost. You are in the same boat.. just a few paddles further down the stream.

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Xnarl wrote:
Xnarl wrote:

You are speaking from the assumption that Enhancements will work in detail like they did in City of Heroes. ...

Agreed. And that's all i can do atm. ;D

Xnarl wrote:

... And what are you trying to achieve with your proposal?

Having the game live on much longer. Something for players to look forward to in Subsequent major Issue releases, through a type of Pleasant Time Sync (PTS) that players wont regret wasting time on, that's part of the game. ;)

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Izzy wrote:
Izzy wrote:

Xnarl wrote:
You are speaking from the assumption that Enhancements will work in detail like they did in City of Heroes.
Agreed. And that's all i can do atm. ;D

I do not think enough has to be revealed for such proposals to be valid to make.
Xnarl wrote:
...
And what are you trying to achieve with your proposal?

Having the game live on much longer. Something for players to look forward to in Subsequent major Issue releases, through a type of Pleasant Time Sync that players wont regret wasting time on, that's part of the game. ;)[/quote]
I cannot follow you in this. How exactly is your proposal going to archieve that?
Actually, I think your posts here are quite dense and hard to understand.

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Xnarl wrote:
Xnarl wrote:

I cannot follow you on this. How exactly is your proposal going to achieve that?
Actually, I think your posts here are quite dense and hard to understand.

Hmm.. i'm seeing a bit of a defensive tone. Has someone in MWM made a similar proposal, but you had to fight them on it and barely won out to get your approach in? ;D

Xnarl wrote:

I do not think enough has to be revealed for such proposals to be valid to make.

Its a Work In Progress. So if i hear a better proposal, i'll jump at the chance to make a good idea into a greater one, if possible. Does CoT intent to take totally different approach and not have a sort of Crafting mechanic or powers/enhancements.. i dont know... but i'm sure it will rock. So, I have no worries. ;)

And im sorry if i use too many run on sentences, and thats why its hard for some to grasp a number of concepts. I'll work on that. ;)

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Izzy wrote:
Izzy wrote:

Xnarl wrote:
I cannot follow you on this. How exactly is your proposal going to achieve that?
Actually, I think your posts here are quite dense and hard to understand.
Hmm.. i'm seeing a bit of a defensive tone. Has someone in MWM made a similar proposal, but you had to fight them on it and barely won out to get your approach in? ;D

Defensive or not, you're brushing up against an ad hominem here.

At the risk of putting words in Xnarl's mouth (beak?), I believe he meant 'dense' in the literal sense, rather than the colloquial.

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Darth Fez wrote:
Darth Fez wrote:

Defensive or not, you're brushing up against an ad hominem here.
At the risk of putting words in Xnarl's mouth (beak?), I believe he meant 'dense' in the literal sense, rather than the colloquial.

o.O We Speakady Engalesh? ;)
joking aside, I'm just looking for pros/cons and the like.
It sounded to me like he read a few lines, saw something that didn't agree with him.. and just Rage Quit on the rest. I did mention it was Raw and needed to be molded still. :/

Ohh.. i didnt think of this before.. but maybe some of those ideas will be in CoT and he came up with them... and he was afraid someone else would get those brownie points instead? :O
I'm jesting. ;)

OK.. now i feel like baking some Brownies. i think i Got Milk! :)

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one of the things I

one of the things I absolutely hated about DCUO was the fact that it was too focused on task forces and missions you could only do as a team. Locking out enhancement slots like this would be like insulting anyone who liked the solo aspects of the game more than endless farming for things I should be able to get without this crap. If this feature was implemented I would feel like I'm being punished for not wanting to team as often as everyone else.

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

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Darth Fez wrote:
Darth Fez wrote:

.. you're brushing up against an ad hominem here. ...

Ewww... why didnt you say so sooner, as soon as you saw me doing that!
Now i'll need a whole lot of BENADRYL Itch Cream to get that out. :/ Ewww Sticky! >:(

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notears wrote:
notears wrote:

one of the things I absolutely hated about DCUO was the fact that it was too focused on task forces and missions you could only do as a team. Locking out enhancement slots like this would be like insulting anyone who liked the solo aspects of the game more than endless farming for things I should be able to get without this crap. If this feature was implemented I would feel like I'm being punished for not wanting to team as often as everyone else.

Wait a sec... getting an extra enhancement slot would be like unlocking the Incarnate Path... which you Can SOLO. Same thing here. I'm sorry for making you think you NEED to be on a team to unlocking an extra enhancement slot. :/

But for anything thats similar to a HamiO, which in this case would be the ComPro (Combination Procedure), yes.. you would have to Grin and Bare it. :P There's no way a single player could get such an auspicious reward if they didnt work with others. And if they could do it all alone.. they are already strong enough, so no need to get even stronger!
Suckers! Double Edged Sword! Take that you anti social SOLO'ers! We didnt want you on our team ANYWAYS! ;D

Seriously though... No Compromise, No Pain, No Gain. ;)
Hehe.. next thing you'll tell me is that SOLO'ers wanted to make INCARNATE Trials SOLO'able. :/

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Izzy wrote:
Izzy wrote:

notears wrote:
one of the things I absolutely hated about DCUO was the fact that it was too focused on task forces and missions you could only do as a team. Locking out enhancement slots like this would be like insulting anyone who liked the solo aspects of the game more than endless farming for things I should be able to get without this crap. If this feature was implemented I would feel like I'm being punished for not wanting to team as often as everyone else.

Wait a sec... getting an extra enhancement slot would be like unlocking the Incarnate Path... which you Can SOLO. Same thing here. I'm sorry for making you think you NEED to be on a team to unlocking an extra enhancement slot. :/
But for anything thats similar to a HamiO, which in this case would be the ComPro (Combination Procedure), yes.. you would have to Grin and Bare it. :P There's no way a single player could get such an auspicious reward if they didnt work with others. And if they could do it all alone.. they are already strong enough, so no need to get even stronger!
Suckers! Double Edged Sword! Take that you anti social SOLO'ers! We didnt want you on our team ANYWAYS! ;D
Seriously though... No Compromise, No Pain, No Gain. ;)
Hehe.. next thing you'll tell me is that SOLO'ers wanted to make INCARNATE Trials SOLO'able. :/

Oh....I guess I should have read the rest of the post... sorry about that..... Though to be honest, If enhancements beyond 3 slots is the equivalent of incarnate powers and the like, why should only three slots be the norm until the epic levels? I mean I like the idea don't get me wrong, but why can't these extra slots be a 7th slot? What exactly would happen if we have as many slots pre epic as we did back in CoX that wouldn't make this work?

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

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notears wrote:
notears wrote:

... I mean I like the idea don't get me wrong, but why can't these extra slots be a 7th slot? What exactly would happen if we have as many slots pre epic as we did back in CoX that wouldn't make this work?

Ehem. Psst... Whaaaa.... Sorry NCSoft.. but our 3 Slots are nothing like your game. This is different enough not to infringe on any of your IP's. ;)

Sufficiently Different enough, but not totally ALIEN that old CoH players could not easily grasp. ;D

And, CoH had IO Sets Plus Incarnate stuff... and trust me, old CoH/CoV players will want to somehow MERGE those two, and this is a compromise.

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Fair enough :) good idea,

Fair enough :) good idea, hope it get's implemented in the game at some point

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

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After playing many MMOs PVP

After playing many MMOs PVP players always end up braking the game for PVE players. demanding changes to powers. That is not bad, however when those same powers are used for PVE it ends up braking the game and leaving players upset. specially those that do not do any PVP or PVE.
I think the best way is to have 2 sets of powers. and even make the powers have the same exact effects and animations but one set PVP only and one set PVE. Maybe giving the Players 2 sets of points to buy powers. one set of points for PVE and one set for PVP. And even restricting those powers for their respective gamestyle.

I cannot tell you how much I hate it when they brake my powers. Or they overpower a different class having everybody switching powers to take advantage of it.

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A harder split between the

A harder split between the PvE and PvP in terms of *back end* could work better, because that would mean that you could split the effects and balance independently of each other.

PvP play is *always* a hard thing to balance to, although the closer you can get to "PvE play is like PvP play" in terms of how the NPC's are affected, the better. Interestingly, in Eve Online, where any change to weapons/ships/modules affects both sides equally, there are changes that would be *good* for PvP (or PvE, or both in some cases) where they get opposed by the player base, because some players *just hate change, even if it's for the better*

The more variables that you have, the harder though it comes to balance. And sometimes some changes are made with future content in mind as well (so whilst it may suck now, get players *used* to the base right now, and then implement the other feature later. ED is an example of this, in that if it *wasn't* introduced, then inventions would have looked *wildly* different when launch... it would have been too broken without ED and invention in what we had at launch in my mind).

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So do you think people will

So do you think people will be OK with PvP if they had the same PvE powers, but they just Behaved/Worked a bit different in PvP!?

Example:

- If in PvP... Kite'ing (while super speeding or Super Jumping, or whatever travel power) and using your Powers on another player... Power used has 40% reduced effectiveness!?
But works in PvE fine... well, with 10% reduced Accuracy.

- If powers with ranged Status Effects "Scaled UP" the Closer you got to another Player while using them?
If you are at the MAX Distance of a ranged Hold power, then the Hold is Reduced to 20% effectiveness.
And as you get into Melee range, it goes up to 100% effectiveness?

...etc...

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That actually caused a big

That actually caused a big problem for CoX when it was introduced, people felt like their character was weaker in PvP and they felt it took out the fun of it.

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

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Hmm.. was that die hard PvP

Hmm.. was it die hard PvP'ers that complained, or was it also PvE'ers?

How would you balance things out so that a Martial Arts/Regen scrapper can be close to (or on par with) a Mind Control/Fiery Assault Dominator?

If you cant even get 'Close' to balancing those 2, PvP wont ever be picked up by the general PvE crowd, i think. :P
Note: i didnt say the scrapper would win (a snow balls chance in hell)... just seem like he might.

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I was primary a PVEer. I

I was primary a PVEer. I hated how the system changed for PVP. I got a crappy memory and having to adapt my playstyle because of what zone I was in bothered me to all hell. My favorite PVP was pre issue 13 I ended up in a fight with three villains. They killed me of course but it was a real battle to the finish my character's heath and regen was strong enough that it took a lot of time. Would have took them out if it wasn't for that Ice Dom chilling me down.

Couldn't feel that way after Issue 13 thought. With suppressions and different rules. Thought I dipped my toes into PVP a few times after that mostly to get the Missiles and other goodies in the PVP zones it just wasn't worth it to me to keep at it.

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Izzy wrote:
Izzy wrote:

Hmm.. was it die hard PvP'ers that complained, or was it also PvE'ers?
How would you balance things out so that a Martial Arts/Regen scrapper can be close to (or on par with) a Mind Control/Fiery Assault Dominator?
If you cant even get 'Close' to balancing those 2, PvP wont ever be picked up by the general PvE crowd, i think. :P
Note: i didnt say the scrapper would win (a snow balls chance in hell)... just seem like he might.

Okay first of all, none of the archetypes where unbalanced with each other. Not in PvE, not in PvP and not in the game as a whole. I don't care what anyone's personal experiences of the case may be. Even as far as stalkers and masterminds. Scrappers where not the gods of combat that people on the scrapper forums kept saying they where. Each of the AT's had things that the other AT's couldn't do. A well played blaster VS an inexperienced scrapper could snipe you down before you even got to him. A well played dominator knew how to slow you down while sniping you down. A well played defender could debuff you into oblivion, buff himself and his team mates well above capacity or heal himself so much that your hits didn't even matter. There where no cases of one AT being unfairly overpowered in pvp, and anyone who says other wise didn't play that AT right when it came to pvp.

Second, We are not dealing with the CoX AT's we are dealing with CoT's Classifications, specializations and tertiary powersets. If an enforcer complained about how rangers where overpowered because they kept sniping him, and enforcer could still switch over to a manipulation specialization to deal with them or even use their tertiary powerset to get some ranged powers for themselves. If a master complained about Stalwarts being able to come up to them and just beat the snot out of them, that master could still switch his specialization over to assault and then take a defense tertiary powerset. You have a lot of good ideas Izzy, but this isn't one of them. No, just no.

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

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Izzy
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notears wrote:
notears wrote:

... You have a lot of good ideas Izzy, but this isn't one of them. No, just no.

ty. The truth is I'm not a PvP'er, so I'm struggling in coming up with a way to have at least 80% of PvE players like PvP. Hell, i'd settle for 40% of the PvE crowd. Right now, I wouldn't even call it a suggestion.. more like spit balling. :/

In actuality, MWM might get in hot water at 1st with majority of the players if they try to diverge too far from what PvE will be in CoT... but those same people will play it a few times and Drop PvP like a bad habit, just like in CoH. I was hoping to take a Steve Jobs approach, and tell everyone.. "You Dont know what you Want People!!! Let me Show you a Better Way!!!" ;) But I dont have a clue yet what that Better Approach is right now.

Take a look at another post on the subject [url=http://cityoftitans.com/comment/56415#comment-56415]Here[/url].

I feel like we need to look at PvP objectively and come to some sort of agreement What Takes Precedence to most of us.

Whats Most important to PvE players (in PvP):
- Should Fun take 1st position. ( but Fun for Most, not a select few )
- Should a Low Learning Curve take 2nd position.
- Should a Fair / Equal playing field take 3rd position.
- etc...

I would really like to see some more player feedback on the PvP Priorities, since if you ask most PvE Players they could go On, and On, and On, about what their priorities are. I don't have a clear enough picture of those priorities for PvP from PvE players. I'm so much concerned what Pro PvP players want in the 1st phase of the PvP design, but their input might be very good much later. I would like PvP to 1st Appeal to most PvE players, then move forward going from there.

Little by little, we could find a way to make PvP for Allot of the players FUN again.

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Alright fair enough. You

Alright fair enough. You weren't a pvp player back in the day so you didn't know how it effected us. Really the decision was made more because of PVErs back in the day who didn't know how PVP worked. Not that I'm antagonizing them, after all if you're familiar with other PvP games and how the mechanics of CoX works it's easy to assume you would know how it would go. The thing is? What made CoX PvP special was the added strategy that came from all these different AT's fighting against each other. Having problems with stalkers? You could get an AT with caltrops, or fog cloud, or a damage aura, or wait for them in a nearby body of water!!! A MM is using his personal forcefield so you can't attack him? There where ways around that too, there powers that could detoggle powers, you could debuff his pets so they wouldn't even matter and you could take them out easily and beat him up while he lets his bubble down to summon more pets!!! Heck my favorite class to PvP with was the MM, even before we got bodyguard because it let me pull off diabolical traps, like jumping into a dumpster, laying a bunch of traps in it and pretending I was stuck so when a melee class saw me they would jump in there and trigger them thinking I was an easy target, I would take the concealment power pool and hide just out of sight while my pets jumped out and ambushed people, I could take force bolt and slot it with a bunch of recharge so that I could spam it all day as a way of defense in pvp while my robots shot my enemy down. It was fun! and if people started finding ways around my strategies? I would talk with my Pvp friends and figure out new ones and ways around the strategies they made up to combat my strategies!!! When issue 13 came however? I felt like that was taken away from me, even when I was playing one of the other ATs people said where at a disadvantage because it wasn't about the strategy anymore or outwitting my opponent. It was about the stats, just like in WoW or CoD and I just hated that.

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

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You just confused me even

You just confused me even more. :/ Now i really dont know how to proceed. But I sense that you would fall under the Pro PvP crowd, so I have to take a step back and try and get another opinion from someone who wasnt a Pro PvP player, but who was more of a Pro on the PvE side.

This is kind of tiring to be honest, since I'm putting so much though into PvP when I'm not likely to get what i want (or wil most of the PvE players). Maybe I'll just decide now that I wont like PvP in CoT and let the Pro PvP players have their way, since im running out of steam already. Is it me being lazy, or is it just that Pro PvP players are not backing off!? It just wears me down. PvP seems will always be broken as far as PvE players are concerned, my opinion. :/

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Well that's the thing, I wasn

Well that's the thing, I wasn't a pro. I liked PvE and PvP equally, which is why I didn't just quit when issue 13 arrived. You didn't have to to pvp, I didn't constantly try to figure out ways to boost my stats, I didn't even know where to start and I didn't even want to learn how because it wasn't necessary. I didn't even spend most of my time thinking up strategies I made them up as I went along, heck I was an RPer for the most part. You didn't have to be overly prepared to pvp because when somebody absolutely murdered you in combat you didn't go out there to try the same thing again. You tackled them from another angle, and do you know what? Those people that kept complaining about how blasters or stalkers where OP in PvP? I was one of those people too. When I got my first MM to level 20 I tried PvP out for the first time and I was frustrated. I would scream over broadcast about how blasters hover blasted me, I complained about defenders debuffing me into oblivion and I complained about scrappers running up to me and beat me to a pulp. Then I made my first trap. It wasn't one made out of love but out of spite, I made it thinking "this'll show 'em". I even used one that I listed in my previous post, I jumped into a nearby dumpster, I put as many powers from my traps secondary as I could in there and I waited stewing in my own frustration. I saw an Ma/reg scrapper, and like I expected him to he jumped into the dumpster with me and every last one of those traps went off while I teleported out, summoned my pets and got them all to attack him. After that I expected him to call me out, I expected him to call me weak, unmanly, coward and every other kind of insult he could think of. Instead? He congratulated me over a tell. He thought I was so smart for pulling that off, and we talked, and he become one of my first PvP friends. Whenever I felt like it and he had time, or when ever he felt like it and I had time. We would go into a pvp zone and fight other people, I would figure out ways to make new traps and new ways to trick people. He would always try to find ways around them. Even after he left the game I would still go into pvp zones and find new ways of outwitting my opponents. Sure there where people out there that where complaining about how I wasn't fighting like a "man" but I just ignored them. It was fun and while I don't remember scrapper's name, I will always remember how he showed me how pvp can be more than just people rubbing their stats up against each other as a way to win. I miss him.

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

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Well yes and know. I have

Well yes and no. I have played many mmo's and run big leagues. the one reason why in 80% of the games I have sticked to PVE is because the fact that they always do the same thing. they give us the same powers to use and after The PVP players (which most times are just bad players that can't play for nothing) they end up nerfing powers and we the PVE players get screwed over. having to move to a different rotation (less effective) since the one that was working in PVE has become useless.

Now one thing is mechanics and another thing is powersets or skills.

Mechanics have to be somewhat different for PVP. After all you are fighting another human being capable of using abilities and positioning at will. However that is exactly where the problem begins.

I haven't spoken to 1 person in 10 years of playing games that haven't told me that they would preffer to have separate powers and skill for PVP just because of the nerfs that happen.

Oand don't get me wrong. One thing is nerfing things that are broken. Another different thing is to nerf or change a power that in PVE works just fine only because the PVP players whine about it.

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Hyoga wrote:
Hyoga wrote:

Well yes and no. I have played many mmo's and run big leagues. the one reason why in 80% of the games I have sticked to PVE is because the fact that they always do the same thing. they give us the same powers to use and after The PVP players (which most times are just bad players that can't play for nothing) they end up nerfing powers and we the PVE players get screwed over. having to move to a different rotation (less effective) since the one that was working in PVE has become useless.
Now one thing is mechanics and another thing is powersets or skills.
Mechanics have to be somewhat different for PVP. After all you are fighting another human being capable of using abilities and positioning at will. However that is exactly where the problem begins.
I haven't spoken to 1 person in 10 years of playing games that haven't told me that they would preffer to have separate powers and skill for PVP just because of the nerfs that happen.
Oand don't get me wrong. One thing is nerfing things that are broken. Another different thing is to nerf or change a power that in PVE works just fine only because the PVP players whine about it.

While I have felt the awfulness of having my PvE broken because of things people were doing in PvP many times, I understand why devs don't like having completely different skills/powers/mechanics between PvE and PvP. In a word: Complexity. It is not really the best idea to force players to learn an entirely different game if they want to switch between PvE and PvP.

There are enough players that won't "switch sides" already, the last thing they need is another barrier-to-entry.

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DaBeetus wrote:
DaBeetus wrote:

... There are enough players that won't "switch sides" already, the last thing they need is another barrier-to-entry. ...

I really do agree, but I'm not so sure there is a 100% solution. If we try to keep PvE powers the same for all the AT's when in PvP... you wont be even close to any sort of balance. If i had to guess, i would say you would only come close to 80%... and even that would take years. :/ If we had a separate PvP AT, and that AT had PvP oriented power-sets, we might be able to get close to 95% (balance) in about the same amount of time.

A Barrie-of-Entry always exists, especially for those that are New to PvP. PvE'ers would have to learn a whole different way and approaches in dealing with real life foes no matter what. So thats not really my concern. Well, just 1/3 rd of the people (not just players, but critics) will snub their noses at 1st, but eventually they might see the positive sides to that approach.

All right, ill try not to talk about PvP so much because I'm not really a PvP'er. ;)

notears
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How about this, what if on

How about this, what if on all the server shards there are pvp zones that change how your powers work to make everything "even" for people who want more traditional pvp, but on the pvp server the powers don't change. That way people who want familiar PVP can go to the zones, while people who want PVP the way CoX did it before I13 can do so.

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

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Izzy
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notears wrote:
notears wrote:

... that change how your powers work to make everything "even" for people who want more traditional pvp, but on the pvp server the powers don't change. ...

What if the PvP player sends out a Challenge Request that lets you CHOOSE if you want the Balanced PvP reductions, or to try playing with PvE unbalanced power-sets. ;)

Ehh, when I put it like that, i dont think many people will want to use / agree to spar with the unbalanced PvE power-sets. :/

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the duel system could work to

the duel system could work to give PVEers the ability to pvp traditionaly. Good idea.

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

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I'm against limiting

I'm against limiting enhancement slots if anything I'd want an opportunity to put more than 6 slots into a power, the more customization the better

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Chance Jackson wrote:
Chance Jackson wrote:

I'm against limiting enhancement slots if anything I'd want an opportunity to put more than 6 slots into a power, the more customization the better

We don't know how many slots we will have as a max for each power yet, but if they stick with the idea of the global slots it will be as if every power has "extra" slots in a way.

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Early on, the enhancements

Early on, the enhancements are almost useless anyway. Limiting slotting to 3 x 5% makes the situation even more sad.

I like the idea of trials for unlocking stuff, but in this case dragging it out into the mid levels is rubbing salt in the wound.

As for PvP, they can do what they did before -- run the same trials as anyone else. I was avid PvP, but PvE was fine, too. (Unlike WoW, where I was pure PvP and glad of an alternate pure-PvP path to powerful weapons and armor. You still needed raids though for absolutely the best.)

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The more enhancement like

The more enhancement like slots we get the more the game could last.
The more meaningful the player market could be

There could even be slot enhancers that could multiply the efficiency of slots.
Trade in so many raid tokens and the slot could be enhanced in efficiency goes up a percent.

Global slots would be cool too to help further define characters but would probably be only 1/5 effective .

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Funny you should mention that

[url=http://cityoftitans.com/forum/redlynne-goes-crazy-proposes-underlying-game-structure]Funny you should mention that ...[/url]

Already ahead of you ... ^_~

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Still in CoH terms, you could

Still in CoH terms, you could have a quest-based 7th slot unlock, and this slot would be unaffected by diminishing returns. I.e if you had 3 slots damage, and added DAM to this magic slot, you got its full damage.

I think CoH toyed with something similar with incarnate or special enhancements that bypassed diminishing returns.

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

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The most important thing

The most important thing likely is not the number of slots but rather ensuring that the basic aspects of it: Damage(or healing, let's just call it "output") and Accuracy do not go there.

When they are an option, things are invariably balanced around having, say, 2 accuracy and 4 damage, and anyone trying to play with things like knockback distance are suddenly whiffing twice as often as before (95 down to 90), and needing an extra shot to down their target. Even ED (talk to your doctor) was of no help there, it only hurt those who were already running the knife's edge on output vs survivability. Things like accuracy and damage should flatly be either not a part of the slotting system, or fully integral to the very act of granting a power a new slot.

If, instead, the more 'tertiary' aspects are what's available, one can make the values granted by each slot much larger effects. Sending people clear over buildings with Power Push was one of those things that people could spend half an evening on.

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Well, to make it easier for

Well, to make it easier for everyone (n00bs too) i was thinking that the Slot itself was Color Coded (and maybe have a unique icon) so that you can drop the appropriate enhancement into that slot.
ex: [img]http://i.imgur.com/mGC4xeG.png[/img]
1st: Accuracy, 2nd Damage, 3rd Endurance, 4th Errrrr.. Status Effect (of some sort).

Also, if you have noticed in CoH/V most powers use no more than 4 different types of bonuses. So, thats what I was going for in my original post, but probably didnt really explain it too well.

Start with 3 dedicated Bonuses, and along the way to level 50... do a trial of some sort to unlock the 4th slot for that powers extra Bonus(es). (might have more bonuses in later issues and ways to get those slots unlocked. Just something to consider later.)

So its Always One Dedicated Slot for a Bonus.. (maybe let user decide which is what) and that slot can be enhanced somehow all the way to 100% for that type of bonus. That way you wont need to waste 4 slots on DAMAGE, just the one... and keep enhancing it to 400%.. if the end game allows it. ;)

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Izzy wrote:
Izzy wrote:

Well, to make it easier for everyone (n00bs too) i was thinking that the Slot itself was Color Coded (and maybe have a unique icon) so that you can drop the appropriate enhancement into that slot.
ex:
1st: Accuracy, 2nd Damage, 3rd Endurance, 4th Errrrr.. Status Effect (of some sort).
Also, if you have noticed in CoH/V most powers use no more than 4 different types of bonuses. So, thats what I was going for in my original post, but probably didnt really explain it too well.
Start with 3 dedicated Bonuses, and along the way to level 50... do a trial of some sort to unlock the 4th slot for that powers extra Bonus(es). (might have more bonuses in later issues and ways to get those slots unlocked. Just something to consider later.)
So its Always One Dedicated Slot for a Bonus.. (maybe let user decide which is what) and that slot can be enhanced somehow all the way to 100% for that type of bonus. That way you wont need to waste 4 slots on DAMAGE, just the one... and keep enhancing it to 400%.. if the end game allows it. ;)

So kind of along the same line of thought with what Wildstar has done where although they have an "AMP Bush" that you add to over time (although in Wildstar's case, its AMPs, and you don't follow a set path to put points in later amps)

Oh bugger it, an image will help a lot here:

[img]http://i.imgur.com/2wEVIUC.png[/img]

Basically the orange dots are spent points, the inner ring costing one, the middle ring costing 4 and the outer ring costing 6. The AMPS you see directly linked to each other are the more basic "gains 2%/4%/6% More shield" style of thing. The ones by themselves, 3 of them are actual abilities that can go into your LAS (Limited Attack Set) or more unique proc's (X happens after Y happens). Extra abilities are in the outer ring, more proc stuff in the middle ring.

So whilst there might be an "optimial" build for a class, you are not forced to do it.

Oh, and to do the veteran dungeons/normal content, you are not forced to spend all your amp points. I still have around half of mine unspent, although I could try a different build easily or respec my current amp setup easily enough

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Gorgon
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Izzy wrote:
Izzy wrote:

Well, to make it easier for everyone (n00bs too) i was thinking that the Slot itself was Color Coded (and maybe have a unique icon) so that you can drop the appropriate enhancement into that slot.
ex:
1st: Accuracy, 2nd Damage, 3rd Endurance, 4th Errrrr.. Status Effect (of some sort).
Also, if you have noticed in CoH/V most powers use no more than 4 different types of bonuses. So, thats what I was going for in my original post, but probably didnt really explain it too well.
Start with 3 dedicated Bonuses, and along the way to level 50... do a trial of some sort to unlock the 4th slot for that powers extra Bonus(es). (might have more bonuses in later issues and ways to get those slots unlocked. Just something to consider later.)
So its Always One Dedicated Slot for a Bonus.. (maybe let user decide which is what) and that slot can be enhanced somehow all the way to 100% for that type of bonus. That way you wont need to waste 4 slots on DAMAGE, just the one... and keep enhancing it to 400%.. if the end game allows it. ;)

Oh, so we unlock the ability to enhance a different bonus type (like, say, adding knockdown/knockback?) and not really "slots" per se? I like that a lot better than just unlocking a "slot" so I can put in an enhancement.

Would a power need to have knockdown, say, to add the ability to add knockdown bonus enhancements? A lot of powers might have accuracy, but not all could add accuracy enhancements.

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

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Izzy wrote:
Izzy wrote:

Well, to make it easier for everyone (n00bs too) i was thinking that the Slot itself was Color Coded (and maybe have a unique icon) so that you can drop the appropriate enhancement into that slot.
ex:

You're missing Recharge.

Be Well!
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hmmm.

hmmm.

making 3 slots the max, the norm.

and then allowing various ways to be rewarded extra slots to that max.

i like this idea.

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I can see this working like

I can see this working like when you complete a task force and don't feel like taking an enhancement from a raid or whatever you are running a reward can be an extra power slot