Chance Jackson Posted October 23, 2019 Posted October 23, 2019 Some complain about boxing, others about kick while the other power pool melee attacks go under utilized. What I propose is that the fighting pool have access to identical mutually exclusive versions of other pools melee attacks that if chosen will fulfill Fighting pool power selection advancement criteria but not the power selection advancement criteria of the originating power pool. Ex. Taking Fighting Pool: Air Superiority would meet the prerequisites for Tough, block a player from choosing Flight Pool: Air Superiority & does not meet the requirements for Group Flight or Afterburner
EmmySky Posted October 23, 2019 Posted October 23, 2019 I think part of the 'game' is the strategy of picking the pool powers, prerequisites and all. 1
Razor Cure Posted October 23, 2019 Posted October 23, 2019 I'd prefer ditching damn Box and Kick. It is all well and good to talk about the prereqs..but some pools have WAY harshed ones than others. I mean..you can get a Travel now with zero 'junk' power needed. Leadership pool is a bit more limited, but since Manuv is a great LoTG mule, in a single slot, that is nothing like having to take a crappy melee attack that most people will NEVER use, even more so if the aren't a melee toon. Maybe just rename the pool itself, as Fighting is quite silly, if you arent actually using said attacks, and just want more Survivability. 2
Sniktch Posted October 23, 2019 Posted October 23, 2019 The problem with Boxing and Kick is the same problem Jab in Super Strength has - they're actually pretty close to on-formula balance regarding damage/recharge/endurance cost, but because their base recharge is so low, they do very poor damage per use. Jab or Boxing fired three times is the same damage and END cost as Heavy Mallet in Stone Melee, it just takes longer to animate and 'feels' weaker. Standard 8 DPE, really bad DPA/DPS. Up their recharge to 6 or 8 seconds with the equivalent increase in damage, and even with the pool attack end-cost penalty, they'd be mostly acceptable attacks. As a comparison point, Air Superiority is considered one of if not the best pool attacks, and its numbers are pretty much identical to Super Strength Punch or Stone Stone Fists - ~1 END per use more, always does Knockup, always does -Fly versus chance to Knockdown and can slot ATOs. The -Fly can be considered a bit of a 'freebie', but in all other respects they're all almost perfectly on the Damage/Recharge/End formula, and none is 'bad' unless your benchmark is Titan. So yeah - up Boxing and Kick's recharge/END/damage, and people will stop complaining about them as logic prevails who am I kidding, they'll still bitch anyway. 3
MetaVileTerror Posted October 23, 2019 Posted October 23, 2019 I'm quite happy with Boxing as-is; it's a nice little combo filler. Upping the recharge and damage on Kick, however; I have no complaint with.
GladDog Posted October 23, 2019 Posted October 23, 2019 Boxing has very good DpA, especially compared to powers like Jab and Barrage. I think that they should have separate pools. Fighting (melee + 1 ranged) and Survivabilty. Fighting Tier 1 - Boxing, Air Superirority Tier 2 - Flurry, Leg Sweep Tier 3 - Spring Attack or possibly Hurl Survivabilty Tier 1 - Resist Elements ( passive 6.5% or 5.4% resistance to Fire, Ice and Toxic) Resist Energies (passive 6.5% or 5.4% resistance to energy, negative energy and psionic) Tier 2 - Tough, Weave Tier 3 - Something similar to Rune of Protection 1
Bossk_Hogg Posted October 23, 2019 Posted October 23, 2019 3 minutes ago, GladDog said: Boxing has very good DpA, especially compared to powers like Jab and Barrage. No, it's those powers have insanely bad DPA. I also agree that the recharge needs to go up, which will raise damage. No one who knows what they are doing is spamming these cruddy attacks, and boxing slotted has like a 1 second recharge. Even using them as filler attacks you're better off with a 6-8 second recharge and deal respectable damage in the animation time.
Doc_Scorpion Posted October 23, 2019 Posted October 23, 2019 43 minutes ago, GladDog said: I think that they should have separate pools. Fighting (melee + 1 ranged) and Survivabilty. I'd have to /jranger on this. As EmmySky point out, the whole point is the strategy of choosing which pool (warts and all) fits your concept/design best. It also puts the player that want both in the position of using up two of their four pools. Unofficial Homecoming Wiki - Paragon Wiki updated for Homecoming! Your contributions are welcome! (Not the owner/operator - just a fan who wants to spread the word.)
Cooltastic Posted October 24, 2019 Posted October 24, 2019 12 hours ago, GladDog said: Boxing has very good DpA, especially compared to powers like Jab and Barrage. I think that they should have separate pools. Fighting (melee + 1 ranged) and Survivabilty. Fighting Tier 1 - Boxing, Air Superirority Tier 2 - Flurry, Leg Sweep Tier 3 - Spring Attack or possibly Hurl Survivabilty Tier 1 - Resist Elements ( passive 6.5% or 5.4% resistance to Fire, Ice and Toxic) Resist Energies (passive 6.5% or 5.4% resistance to energy, negative energy and psionic) Tier 2 - Tough, Weave Tier 3 - Something similar to Rune of Protection And I am going to give a +1 to this idea of splitting the Fighting Pool into an offensive pool and defensive pool. I'd also like to offer my take on it doing it. Fighting Pool: Tier 1 - Boxing, Kick Tier 2 - Hook(cone punch), Spinning kick(cone kick) Tier 3 - Determination(a 1min damage/To-hit/recharge buff with a 10min cooldown) (activation animation could be slamming your fists together like a boxer getting ready to fight) Guarded Pool: Tier 1 - Insulated(fire and ice damage resistance), Resistant(energy and negative energy damage resistance) Tier 2 - Tough, Weave Tier 3 - Alert(psi damage, sleep, and recharge debuff resistance) Fit(toxic damage, stun, and slow debuff resistance) 2
Haijinx Posted October 24, 2019 Posted October 24, 2019 They could pick faster animations though Kick could use thunder kick from MA. Boxing could use initial strikes from STJ. That would make them much better. 1
molten_dragon Posted October 24, 2019 Posted October 24, 2019 I'm going to kind of sidestep the whole thing and suggest that power pool prerequisites are just removed altogether.
Crysta Clear Posted October 24, 2019 Posted October 24, 2019 No thank you. Power creep is bad, okay? 2
ShardWarrior Posted October 24, 2019 Posted October 24, 2019 11 hours ago, Crysta Clear said: No thank you. Power creep is bad, okay? That's not always universally true. 1
Chance Jackson Posted October 24, 2019 Author Posted October 24, 2019 13 hours ago, Crysta Clear said: No thank you. Power creep is bad, okay? 1 hour ago, ShardWarrior said: That's not always universally true. This 13 hours ago, Crysta Clear said: No thank you. Power creep is bad, okay? I don't see how picking air superiority/flurry/jump kick(?) over boxing/kick would count much as power creep
EmmySky Posted October 24, 2019 Posted October 24, 2019 4 minutes ago, Chance Jackson said: This I don't see how picking air superiority/flurry/jump kick(?) over boxing/kick would count much as power creep I think subverting the limit of pools you are allowed might count as power creep in that you would then be free to choose 'extra' pools. I also think pool limits should be bumped up a notch, but there are too many people complaining that the game is not challenging enough and the strategy of balancing how many pools, how many powers and how many prerequisite and trash powers you take is part of the challenge. Slots are the biggest limiting factor on becoming mythical gods but don't discount the power pool picks and that contribution to keeping the game challenging.
Chance Jackson Posted October 25, 2019 Author Posted October 25, 2019 (edited) 6 hours ago, EmmySky said: I think subverting the limit of pools you are allowed might count as power creep in that you would then be free to choose 'extra' pools. I also think pool limits should be bumped up a notch, but there are too many people complaining that the game is not challenging enough and the strategy of balancing how many pools, how many powers and how many prerequisite and trash powers you take is part of the challenge. Slots are the biggest limiting factor on becoming mythical gods but don't discount the power pool picks and that contribution to keeping the game challenging. I don't think it's a subversion as the powers I'm talking about aren't the stars of the pools they are in, rarely picked & generally just seen as prerequisites Edited October 25, 2019 by Chance Jackson
Heraclea Posted October 25, 2019 Posted October 25, 2019 Without exception, all of my characters that take Fighting pool don't even put Boxing or Kick on an attack bar. It just gets hidden away like Brawl does when space is needed. At least you get some free slots. 1 QVÆ TAM FERA IMMANISQVE NATVRA TB ~ Amazon Army: AMAZON-963 | TB ~ Crowned Heads: CH-10012 | EX ~ The Holy Office: HOLY-1610 | EV ~ Firemullet Groupies: FM-5401 | IN ~ Sparta: SPARTA-3759 | RE ~ S.P.Q.R. - SPQR-5010 Spread My Legions - #207 | Lawyers of Ghastly Horror - #581 | Jerk Hackers! - #16299 | Ecloga Prima - #25362 | Deth Kick Champions! - #25818 | Heaven and Hell - #26231 | The Legion of Super Skulls - #27660 | Cathedral of Mild Discomfort - #38872 | The Birch Conspiracy! - #39291
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