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Thought Experiment: The 7th Slot


redshirt

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Disclaimer: This is just a hypothetical, not a suggestion. It would probably detonate the spaghetti code, etc

 

What if a character could pick one (1) power to gain a 7th enhancement slot?

 

Assuming that there's no new 7-piece IO sets, ED still applies, the chosen power could be changed during respec... What would be some interesting or OP power choices?

 

Personally, I play a lot of tankers. Being able to fit 4 pieces of Might of the Tanker (10% recharge) and 3 pieces of Gauntleted Fist (6% nrg/neg res) into the same power seems really strong. Get both ATO procs, hit 100% acc, dam, end enhancement.

 

Other than that, maybe powers that do a lot of things at once like Chrono Shift from Time Manipulation, or Radiation Therapy from Radiation Armor.

 

What are your ideas?

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13 minutes ago, redshirt said:

Disclaimer: This is just a hypothetical, not a suggestion. It would probably detonate the spaghetti code, etc

 

What if a character could pick one (1) power to gain a 7th enhancement slot?

 

Assuming that there's no new 7-piece IO sets, ED still applies, the chosen power could be changed during respec... What would be some interesting or OP power choices?

 

Personally, I play a lot of tankers. Being able to fit 4 pieces of Might of the Tanker (10% recharge) and 3 pieces of Gauntleted Fist (6% nrg/neg res) into the same power seems really strong. Get both ATO procs, hit 100% acc, dam, end enhancement.

 

Other than that, maybe powers that do a lot of things at once like Chrono Shift from Time Manipulation, or Radiation Therapy from Radiation Armor.

 

What are your ideas?

It can be done.  Sort of.  By using a "pseudo incarnate slot" to enhance something.  There are various ways to come at implementing that.  (i do not know the code) but that seems to me to be the easiest way to do it.  The only (possibly?) hard part then would be limiting that "incarnate power" to only affect the 1 power chosen.  You might be able to put an enhancer in it, but i am thinking it will probably be a hard baked power like Alpha.

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31 minutes ago, redshirt said:

Personally, I play a lot of tankers. Being able to fit 4 pieces of Might of the Tanker (10% recharge) and 3 pieces of Gauntleted Fist (6% nrg/neg res) into the same power seems really strong. Get both ATO procs, hit 100% acc, dam, end enhancement.

Why couldn't you just do this by slotting those enh's into 2 different powers?  I don't think the issue, necessarily, has to do with "7 enh's bad", but more that you'd have to adjust the UI and put in new checks, so you could only slot that 7th slot in only 1 power.  As @Snarky pointed out, you can kind of get this effect via your Alpha slot ability, (though obviously not for the purposes of IO set bonuses).

 

TL:DR - I don't think the amount of work it'd require to implement this would be worth the edge case of being able to gain the set bonuses for slotting both 3 and 4 IOs from 2 different sets...

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It's been a while, but at some past point I mentioned in the forums that possibly creating 7th slots for a limited number of powers as a reward for new, higher ranked Incarnate stuff would have been of interest to me. 

 

As to how it would be used, specific to energy blasters, I'd be able to compensate, on one power at least, for having to sacrifice one of my six enhancement slots for a "Knock Back to Knock Down" added enhancement.

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24 minutes ago, SeraphimKensai said:

No hypothetical needed. There used to be a bug that allowed PBs to get infinite slots, to the point someone one shorted Hami 

 

The player base and original dev team unanimously agreed having more than 6 slots in a power was a bad idea.

.... and the man said...."it's already in the code."

 

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5 hours ago, redshirt said:

Disclaimer: This is just a hypothetical, not a suggestion. It would probably detonate the spaghetti code, etc

 

What if a character could pick one (1) power to gain a 7th enhancement slot?

 

Personally, I think it'd make a good candidate for a new incarnate power.

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The game hasn't caught up with the current Incarnate system. Adding any additional slot due to it seems a bit much.

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Different take - what if we got, through some mechanic, (perhaps an extension of the Incarnate system), that gave us "slots", but they weren't connected to any powers.  Instead, you could place any set IO in it, and gain the benefit of any set bonuses, (but NOT the normal stat bonuses from the IOs themselves)...

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5 hours ago, redshirt said:

Disclaimer: This is just a hypothetical, not a suggestion. It would probably detonate the spaghetti code, etc

 

What if a character could pick one (1) power to gain a 7th enhancement slot?

 

Assuming that there's no new 7-piece IO sets, ED still applies, the chosen power could be changed during respec... What would be some interesting or OP power choices?

 

Personally, I play a lot of tankers. Being able to fit 4 pieces of Might of the Tanker (10% recharge) and 3 pieces of Gauntleted Fist (6% nrg/neg res) into the same power seems really strong. Get both ATO procs, hit 100% acc, dam, end enhancement.

 

Other than that, maybe powers that do a lot of things at once like Chrono Shift from Time Manipulation, or Radiation Therapy from Radiation Armor.

 

What are your ideas?

 

Feature creep.  That's all that really needs to be said on this.

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Come on people, the OP said it is a hypothetical, not a suggestion for an actual change.  What would you do if you could add a 7th slot to a single power?  Arguing that it isn't needed or it used to be a bug is missing the entire point of the question.  Lighten up and have fun with it :classic_biggrin:

 

Personally, I'd use it in a knockdown power to get a 6 slot set bonus AND force feedback

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to correct grammar
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1 minute ago, Apogee said:

Personally, I use it in a knockdown power to get a 6 slot set bonus AND force feedback

it's these type of design questions that feed the desire.

 

Since it is already in the code....  I suggest ONE slot for 100 Veteran levels.  I only have a few 100 vet level toons on HC.  It is a real achievement (for a non farmer)

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7 minutes ago, Snarky said:

it's these type of design questions that feed the desire.

 

Since it is already in the code....  I suggest ONE slot for 100 Veteran levels.  I only have a few 100 vet level toons on HC.  It is a real achievement (for a non farmer)

 

I think it is safe to assume that Regen will get buffed before we ever see a 7th slot for powers.  So, like, never gonna happen :classic_laugh:

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I don't have a generic answer, since all my characters* have a different "persona" - usually something that just makes them a bit more individual.

 

I can see a 4/3 combo working well or a 6/1

 

in the old days, I might have said use the 7th to slot Interrupt in a Snipe but that's superfluous now so I guess play it by ear.

 

 

 

*those worth playing more than once post-50

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7 hours ago, biostem said:

Different take - what if we got, through some mechanic, (perhaps an extension of the Incarnate system), that gave us "slots", but they weren't connected to any powers.  Instead, you could place any set IO in it, and gain the benefit of any set bonuses, (but NOT the normal stat bonuses from the IOs themselves)...

Sure I suppose.

On the condition, that those slots you gain that are unconnected to any powers, directly reduce the number of slots that you have available to ones that are connected to powers.

 

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9 hours ago, Apogee said:

Come on people, the OP said it is a hypothetical, not a suggestion for an actual change.  What would you do if you could add a 7th slot to a single power?  Arguing that it isn't needed or it used to be a bug is missing the entire point of the question.  Lighten up and have fun with it :classic_biggrin:

 

Personally, I'd use it in a knockdown power to get a 6 slot set bonus AND force feedback

 

A 7th slot would pretty much always be used for a %proc or a global enhancement piece.

  • Because the power is getting a 6-piece bonus, or
  • Because the power is already crazy with %procs and there is at least one more

I could foresee (for myself) using a 7th slot on something like a henchmen or pet power, as those tend to get franken-slotted on my builds, and there is usually some compromise I make with the possible 6 max slots. If nothing else, the Overwhelming Force Damage/KD piece can be used on all henchmen and most pets.

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19 hours ago, Snarky said:

It can be done.  Sort of.  By using a "pseudo incarnate slot" to enhance something.  There are various ways to come at implementing that.  (i do not know the code) but that seems to me to be the easiest way to do it.  The only (possibly?) hard part then would be limiting that "incarnate power" to only affect the 1 power chosen.  You might be able to put an enhancer in it, but i am thinking it will probably be a hard baked power like Alpha.

Whether or not you can put an enhancement into it, it wouldn't be working the way enhancement slots work now, in that it goes away if you exemp below 45. If you can put an enhancement into it, it immediately alters slotting decisions, because it would, unlike the regularly-allocated enhancement slots, make a difference which enhancement you put in the additional slot. For example, say you used it on a Hold power, six-slotting it with Unbreakable Constraint and the Lockdown +2 Mag proc. If you put the Lockdown proc in the 'extra' slot, it disappears at level 44, while if you put one of the Unbreakable Constraint IOs in the 'extra' slot, you lose the six-slot bonus at level 44, in addition to losing the enhancement value of the particular IO, which would depend on which of the Unbreakable Constraint IOs was put in the set.

 

I'm not saying this is an absolute reason not to do it that way, merely that it makes a fundamental change in the game mechanics of slotting a power that will need to be carefully considered along with the other aspects of the new ability.

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4 hours ago, tidge said:

 

A 7th slot would pretty much always be used for a %proc or a global enhancement piece.

  • Because the power is getting a 6-piece bonus, or
  • Because the power is already crazy with %procs and there is at least one more

I could foresee (for myself) using a 7th slot on something like a henchmen or pet power, as those tend to get franken-slotted on my builds, and there is usually some compromise I make with the possible 6 max slots. If nothing else, the Overwhelming Force Damage/KD piece can be used on all henchmen and most pets.

not according to my weird slotting.  I chase odd bonuses.  Take +range bonuses.  Say you are running an electric Blaster.  You could 2 slot bombardment. (probably acc/dam/end/rech or acc/end/rech) + PROC, getting +5% range.  (Electric is, of course, all ranghed, and you will work to get +25% range bonus from sets, plus range bonus from intuition alpha.  Distance is safety) THEN 5 slot Ragnarok.  To me that is a 7 slot dream.  I only add PROCs after the power is enhanced well usually.  I chase set bonuses.  In the case of a fully ranged blaster +range, +acc, +rech are all way up on the list.  Probably have ranged defense as a build goal as well.

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Depends on the character. But I suspect, my higher end use toggles would finally get the end cost IO they'd been asking for. 


I don't often pursue damage procs because the math often doesn't support their use in the powers I'd want to use them in. 

I might squeeze in the +regen from that lower level health power...that I believe is called Regenerative Tissue. Or the Reactive Defenses: scaling damage resistance. I often struggle to fit that one in. 
Just depends. 

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