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I don't think calling certain power sets mechanics "hokey" is wrong, nor do I think they are always bad.

 

Minor digression: if there is an overarching issue I have with the "newer" sets it is that mechanically the powers are "doing too much" for both the server (computing collisions/interactions) and client (graphics-wise, beyond "particle count") that diminishes my appreciation. In particular Storm and Marine are doing a LOT to both sides of the game engine... this can be most easily seen on teams with more than one of each, and should be especially noticeable (even with a solo character) on Tirck-or-Treat door knocks... because enemies may not even be able to spawn from a door! But I digress...

 

As for the "hokey" mechanics, I have three, typically exclusive, approaches:

  1. I play them on the ATs where what makes the hokey aspect less evident (or can lean into it appropriately)
  2. I compromise on power picks
  3. I ignore the mechanic

 

Some examples of (1) for me include preferring Storm on non-Blasters, and to an extent preferring Beam Rifle on non-Blasters (my experience Beam is fine for Blasters, it's just that I find paying attention to Disintegration works better on non-Blasters).

 

An example of (2) is Savage Melee... I skipped Hemorrhage to better accommodate my spend of Blood Frenzy. The revamped Energy Melee could almost fall into this category, but it is more like...

 

An example of (3) for me is Street Justice. The various effects of the attacks (both Builders and Finishers) are "good enough" for my purposes that I make no effort to regularly exploit the combo system. Energy Melee isn't quite here (for me) because I do try to time the use of Energy Focus mechanic.

 

Some sets I find that I basically need to embrace the mechanic. I mentioned the revamped Energy Melee, but Temporal Manipulation is another set where I found I essentially needed Time Wall (now selectable at level 1, so yay!) to get the most out of other power picks.

Edited by tidge
esplling
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