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Travel power sets as primary options

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Vayehura
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Travel power sets as primary options

My idea is to include teleport, jumping, speed or flight centered primary (or secondary) attack power sets. Of course other characters should still get a classic version as a way to get around the map.
For example:
-Quickly drop down on an enemy and deal AoE damage based on what height you started.
-Pick enemies up and throw them from elevated positions.
-While on the ground: knock down surrounding foes to quickly become airborne.
-Spin rapidly to create a devestating whirlwind (would look cool with spread wings, if a character has them)

-Teleport behind an enemy to empower your next attack and loose aggro (placate + build up)
-Grab a foe and teleport together with him while showing him incredible horros of whatever twisted dimension you enter while teleporting, leaving him in terror after reappearing.
-Chaos field that periodicly teleport enemies in the area to random nearby locations, disorienting weaker ones, while reducing cooldown and costs of friendly hero (or villian) teleport powers in the area.
-Re-materialize inside of a wounded foe, to attempt an execute.

(Old known powers like self flight/teleport, teleport friend/foe would be included as well)

Jumping and speed attacks should be easily imagined.

Lothic
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The problem you'd have with

The problem you'd have with blurring the lines between strict travel powers and strict combat powers is that you would almost automatically elevate one type of travel power into being the "best" travel power in terms what players would overwhelmingly use, especially in PvP situations.

For example let's say that people figure out that the super speed oriented combat powers are generally superior to the teleport oriented combat powers. This would lead the "min/maxers" of the game to favor super speed over teleport by default. Basically there would end up being far more super speeders than teleporters. While it might not necessarily "break" the game for everyone to play as Flash clones that's certainly not something the Devs would necessarily be in favor of.

The key would be making all the travel power oriented powersets be as equally as effective so that no one set is overtly better than any other. That would be the only way to ensure that people would feel free to pick any travel power they wanted without automatically "gimping" their overall combat capability. I'm not suggesting it would be impossible to accomplish that balancing goal but it would be very hard at the very least. This is precisely why travel powers in CoH were kept strictly as "non-damage" producing powers.

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blacke4dawn
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Not so sure that MWM can

Not so sure that MWM can actually build good enough mechanical themes for such sets (a.k.a distinct enough to warrant their existence) so the few that has "unique" mechanics being included in more general sets, while most of the rest would more likely end up as aesthetic options for "general powers".

Radiac
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I think it's easier to go in

I think it's easier to go in the other direction and put some utility and travel powers in some secondary sets as additional applications of the set's main theme. If you have "Super Strength" as a power set that gives you greater damage resistance and some melee attack, it could easily incorporate something like Super Strength Based Leaping as a travel power. If you have a Gravity Manipulation set that does hold and knockback effects, you could probably add in a "Wormhole" power that works like the Aperture Science Portal Gun and allows you and perhaps others to teleport in some ways, etc.

The fact that those sets would have a built-in travel power that other sets don't have would probably make them more attractive. They'd save space in your build for other stuff, like if you were limited in the number of different Tertiary powers and sets/pools you could have, or if you would otherwise need to take a power like Combat Jumping to unlock Super Jump later on, you might get Super Strength Leaping earlier and/or without the unlock.

I don't know if they're going to do that, but I wouldn't be against it. That would require having harsher, more rigid and limiting base rules with options, upgrades, powers, exceptions, shortcuts, unlocks, and buyouts to offset them in various places. I'm all about that.

In chess, the Queen moves like a rook and like a bishop. This makes the queen more valuable as a piece, due to its combination of abilities. If we allowed the bishop and rook to both move like a queen, they'd be better, but the queen wouldn't be so exceptionally good and the whole game would be worse. Limitations in the base rules are needed for the game to be interesting.

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Grimfox
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I think a lot of the idea's

I think a lot of the idea's here could be covered under then banner of aesthetic decoupling. The main catch that I see is the movement component. The "teleport behind a foe" may or may not be possible under AD. And that is more because I do not know if MWM has decided if they are going to include any automatic movement powers, IE a power that moves their character through the game world without the users direct input or over rides that input. Things like the whirlwind easily fall under a CC KD power like huricane or typhoon or whatever it was called, just painted differently. These more unique movement powers may fall into a mastery or tertiary pool. I don't see them being a full on primary they are too specific. Or certain powers have a primary pool contemporary.

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blacke4dawn
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Radiac wrote:
Radiac wrote:

I think it's easier to go in the other direction and put some utility and travel powers in some secondary sets as additional applications of the set's main theme. If you have "Super Strength" as a power set that gives you greater damage resistance and some melee attack, it could easily incorporate something like Super Strength Based Leaping as a travel power. If you have a Gravity Manipulation set that does hold and knockback effects, you could probably add in a "Wormhole" power that works like the Aperture Science Portal Gun and allows you and perhaps others to teleport in some ways, etc.
The fact that those sets would have a built-in travel power that other sets don't have would probably make them more attractive. They'd save space in your build for other stuff, like if you were limited in the number of different Tertiary powers and sets/pools you could have, or if you would otherwise need to take a power like Combat Jumping to unlock Super Jump later on, you might get Super Strength Leaping earlier and/or without the unlock.
I don't know if they're going to do that, but I wouldn't be against it. That would require having harsher, more rigid and limiting base rules with options, upgrades, powers, exceptions, shortcuts, unlocks, and buyouts to offset them in various places. I'm all about that.
In chess, the Queen moves like a rook and like a bishop. This makes the queen more valuable as a piece, due to its combination of abilities. If we allowed the bishop and rook to both move like a queen, they'd be better, but the queen wouldn't be so exceptionally good and the whole game would be worse. Limitations in the base rules are needed for the game to be interesting.

From what I have gathered travel powers will have their own dedicated power slots (at least the first one), and be grouped into one single pool with no combat related pre-reqs.

Tannim222
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Grimfox wrote:
Grimfox wrote:

I think a lot of the idea's here could be covered under then banner of aesthetic decoupling. The main catch that I see is the movement component. The "teleport behind a foe" may or may not be possible under AD. And that is more because I do not know if MWM has decided if they are going to include any automatic movement powers, IE a power that moves their character through the game world without the users direct input or over rides that input

Yes to both. One power can have many types of animations, including simulated movement (the animatikn shows movement but the character is "returned" to the starting location).

And we can change the caster's location to a selected location. It is the bases for our teleport power after all.

The advantage with aesthetic decoupling is that we wouldn't have to make a dedicated combat-centric travel power primary for each typemof travel power and a version for each Classification.

blacke4dawn wrote:

From what I have gathered travel powers will have their own dedicated power slots (at least the first one), and be grouped into one single pool with no combat related pre-reqs.

This is also correct.

We do have plans to include a Tertiary Set based on the concept of Combat-Mobility which will have aesthetics related to travel powers.

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Buddha
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I really like the idea of

I really like the idea of setting an AoE of non inhabitants, where an enemy enters and gets automatically ported to another location. This would be amazing for resurrecting builds. I always chose teleportation for healing builds so I can imagine the possibilities of this. As far as group fly having an accuracy debuff in CoH, that sucked.

Radiac
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Of course a Gravity dude

Of course a Gravity dude could probably have some version of Fly too. Like you just float up to whatever height you want then you can "walk on air" or whatever from there. Or like you negate gravity and can "swim" through air as if you were buoyant enough to do that.

Ice powers could give a version of Iceman-style ice gliding, which would amount basically to super speed. the Devices set from COX could have had something like a parachute or hang glider that allows you to jump off of tall buildings and glide to the ground unharmed, etc.

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