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Posted (edited)

I believe the Fighting pool powers need a little love.

 

Most people who take fighting ONLY take Boxing/Kick to unlock Tough/Weave. Some will mule slot Kick for DMG. I think they are often dead powers. I will give 2 concepts of what I think could be done

 

1. Remove the requirement of Boxing/Kick to take Tough.

 

OR

 

2: This is 2 part with a recommendation:

  1. Remove the least taken power between Boxing and Kick. opting to keep the one that people actually slot/enhance. 
  2. add a new 5th power. Recommendation: Resilience - adds 1% Res to a damage type you are hit by for 5 sec. Stacks up to 5 times. 

FIGHTING:

Kick

Tough

Weave

Cross Punch

Resilience 

Edited by Dnyd
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Posted (edited)

 

 

No offense, but a suggestion about making it easier to get tough/weave comes up seemingly every month.

 

I will give you credit though.

I think you’re the first to not only recommend dropping the prerequisite kick/punch, but also adding in even more resistance.

 

Edited by Ghost
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Posted (edited)
4 hours ago, Dnyd said:

I believe the Fighting pool powers need a little love.

 

Most people who take fighting ONLY take Boxing/Kick to unlock Tough/Weave. Some will mule slot Kick for DMG. I think they are often dead powers. I will give 2 concepts of what I think could be done

 

1. Remove the requirement of Boxing/Kick to take Tough.

 

 

 

There are builds out there that use all three of Boxing, Kick, and Cross Punch, and some even use all three of them in the attack chain.

Edited by Stormwalker
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Posted
3 hours ago, Stormwalker said:

 

 

There are builds out there that use all three of Boxing, Kick, and Cross Punch, and some even use all three of them in the attack chain.

Cross punch is a decent power if you've got both boxing and kick, even if you don't use either of them in an attack chain

Posted
5 hours ago, Stormwalker said:

 

 

There are builds out there that use all three of Boxing, Kick, and Cross Punch, and some even use all three of them in the attack chain.

 

I have a EL/MA tank that does have the whole fighting pool and they are slotted and used. I love playing him. That doesn't mean I like having to take both kick and punch when I only use kick/brawl/cross punch. 

Posted

In the Homecoming era, I see the primary advantage of the Fighting pool to be the Boxing/Kick/Cross Punch progression/unlock and not the more classic, Live-era-thinking of "gimme Tough and Weave". Weave isn't nothing (base reduction in enemy Hits by ~1-in-20) but even for my characters that have it I rarely toggle it on. Toughness has IMO fared even worse despite being AFAIK the only non-Epic way to get a pool's Resistance power with as few as two picks. S/L are common damage types, but with the broad changes to Damage type attacks it isn't quite as much of a no-brainer to push S/L resistance as high-as-possible-no-matter-what-the-caps-are.

 

Writing only for myself: I rarely take invest in the Fighting pool if I don't want Cross Punch. Pretty much the only times I plan on the Fighting pool in the HC era for:

  • Non-"armored" characters that won't otherwise have a Resistance power to mule enhancements, and I'm not taking Sorcery
  • "Armor" characters that have primary/secondaries mostly devoid of Resistance powers and can use another mule power (or two) at levels 44+

I guess the second is really a subset of the first!

 

Ultimately what works against the Fighting pool for me is the opportunity cost both in terms of power picks and slot usage... so while I understand where the sentiment of the OP is coming from, I really can't get behind it.  Power pools are intended to be extra choices to flavor characters and provide slightly off-brand powers that an AT wouldn't normally have... they aren't supposed to make the game (more) easy mode.

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Posted
10 hours ago, Dnyd said:

 

I have a EL/MA tank that does have the whole fighting pool and they are slotted and used. I love playing him. That doesn't mean I like having to take both kick and punch when I only use kick/brawl/cross punch. 

 

Having to take powers to progress deeper in the pool is part of the intended cost of the later powers in the pool.

 

And Cross Punch is specifically balanced so that to get the most effect from it, you need both Boxing and Kick. 

 

If your second option (removing either Boxing or Kick) was eliminated, this would have two negative effects:

  1. It would break builds that use all three Fighting attacks, since one of those attacks would no longer exist.
  2. It would weaken Cross Punch, by removing part of the synergy that strengthens it.

Also, some characters take Boxing or Kick for concept reasons, and the option of taking whichever one suits a character's concept should not be removed just because you want to free up a power slot.

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