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Are the redone powersets becoming too samey?

bluhmanbluhman Posts: 2,410 Arc User
edited October 2017 in Champions Online Discussion
With the electric rebalance having recently been released, I kind of noticed how generally similar elec's setup was to play compared to Sorcery, and how that powerset set itself up for single-target DPS (though a bit harder for elec honestly, since it doesn't have a 'Willowisp+Guide' ability yet). When I really got down to it, though, it seemed that all the redone powersets seem to all boil down to the exact same core components, depending on whether they were ranged or melee.

Things to have if you're a Ranged DPS powerset:
  1. A tier 0 blast that applies your set's defense debuff. Failing that, it has an advantage that will grant you the defense debuff, alongside having some other key effect or synergy on the base power instead.
  2. Some weird, low-tier sphere/AoE attacks that refresh the debuff and have 4+ advantages, usually has Recovery on it.
  3. Low-tier cone attack that mainly covers a ton of ground and has other utility advantages
  4. Some other various ranged attacks that have advantages or traits that synergize with one other set very well, or more.
  5. Super-powerful single-target DPS that either hinges very strongly on utilizing the set's main buff/debuff (i.e. furious), or otherwise has an advantage that enables this interaction. It's either a charge or a maintain.
  6. Powerful/large AoE ability that applies defense debuff to several enemies at once. Not always present.
  7. Highest-tier DPS AoE that just slams out damage like nuts. Potentially even more damage if the above isn't included.
  8. Toggle made to work with a strange stat that will stack specifically when utilizing the unique buff the set incorporates into its setup.
  9. Energy Unlock that is similar and always only will return energy over time within a 3 second window.
Things to have if you're a Melee DPS powerset:
  1. Combo attack that applies your set's defense debuff, and is usually a powerful AoE. Has advantages that plop on even more debuffs.
  2. Click-stun attack with no cooldown and crappy damage output, always has a trauma advantage.
  3. Esoteric low-tier melee AoEs that apply some other buff/debuff, and otherwise have advantages that synergize with other sets.
  4. A pseudo-ranged attack that's classified as melee and provides crazy good benefits to melee tanks for aggro stuff, including pulls, cones, and spheres. On spheres, usually they also get Restoration.
  5. Lunge that does nothing but close distance, snare, and then either stun, root, or knock down the target with low damage.
  6. Tier-3 single-target attack that strongly utilizes the buffs/debuffs from the other powers in the set, is guaranteed to be a charge attack.
  7. Gimmick/alternative melee spike attack that usually just exists to refresh or exploit a specific debuff instead of actually be properly ruptured or used to generate more damage, i.e. Eviscerate.
  8. Toggle made to work with a strange stat that will stack specifically when utilizing the unique buff the set incorporates into its setup.
  9. Energy Unlock that is similar and always only will return energy over time within a 3 second window.
Do others feel this way? Is this a good thing or no? Like, does the dev team follow this template way too closely, or do you think it has enough wiggle room to keep other powersets feeling unique in gameplay versus other playstyles?
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Are the redone powersets becoming too samey? 31 votes

No, I think the remade powersets have plenty of variety.
9%
zemmaxspinnytopmarkhawkman 3 votes
Yes, I believe the remade powersets are samey, but they're good guidelines for balanced gameplay.
29%
pantagruel01riveroceanfusionax77bringmeaslabandondarkmorekamokamiavianosshadowolf505layene 9 votes
Yes, I say the remade powersets are too samey and I do not like it.
61%
stergadraognjaazaniah1nephtaesicabluhmandeadman20gradiixmyuikixrevanantmoriturijonesing4superalfgornpwestolemynamexacchaeusvioletnychusmagpieuk2014shiningdarkness#2717superman900#4621windsoffate#8311 19 votes
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Comments

  • ealford1985ealford1985 Posts: 3,582 Arc User
    Even though I want more diversity I feel they are fixing issues with things being too OP....but at the same time I didn't care when things were. I'll use the powers that are fun...not the ones that do the most damage
  • avianosavianos Posts: 6,178 Arc User
    edited October 2017
    Yes, I believe the remade powersets are samey, but they're good guidelines for balanced gameplay.
    I have noticed this since the Munition revamp but at this point I pretty have much accepted the Homogenization with the powerframe revamps, I noticed that more and more of my characters are using the same set up on different sets, while having the set up powers needed in the same position in the battle HUB, they feel the same but they are different

    It annoys me that currently most revamped powerframes are forcing you to stay in set for the best potential (exception is perhaps only Mystic family) while there is little to no synergy with other sets

    I understood over the years that there needs to be a Balance so people wont abuse the "Take this power and do DPS without set up" (Like Two Gun MoJo and Lighting Arc builds, remember those?)

    But on the other hand I like set ups in builds. I was never fun of 1-attack-button builds and i have no problem using 3 powers for set up (except of Telepathy... which requires the ENTIRE FREAKING SET)
    i feel that I have became impatient waiting for more new revamps since the recent ones showed how bare bones or/and underwelming the existing powerframes are (celestial, force, might e.t.c) but having to wait 2-3 Months inbtween is killing me

    Many powerframes sure feel like they lost their Uniqueness (LASER SWORD is basically Bestial now that the Rapture mechanics got NERFED) but what can I do?
    Cynical and Bitterness wont change , I carried on and adapted despite there are many changes that i really didnt like​​
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  • jonesing4jonesing4 Posts: 800 Arc User
    Yes, I say the remade powersets are too samey and I do not like it.
    I’m not too upset with any of the changes on an individual basis, really. I think they’ve done an admirable job of balancing most things they’ve passed, while adding some cool new powers into the mix. But I agree with the premise of the thread: some of the sets are starting to just feel like re-skins.
  • bluhmanbluhman Posts: 2,410 Arc User
    Yes, I say the remade powersets are too samey and I do not like it.
    avianos said:

    Most of the creativity in set mixing I'm finding is... Kind of arbitrary actually, when considering damage types. Some stuff feels kind of natural, such as Unarmed+Pistol Munitions for some neat John Woo hero build, or Celestial+Darkness for a kind of Yin-Yang support build. But then there's a ton of stuff that doesn't feel like it should really be mixed at all. Force and Archery are basically hinging on Power Armor and/or Munitions for their DPS maximization at the moment since they don't have their own concrete defense debuffs right now (Archery + Frag Grenade is actually kind of extremely strong it turns out). Muni+Might is arguably even more effective than pure Might, and I don't know why anyone would really want to mix Single-Blade and Bestial deeply, but you can...? Inversely the Specialist has been a thing for years now and there still isn't anything that really concretely ties Muni to Dual Blades at all, other than 'crits'.

    Laser Sword's actually got a different problem I feel, but also probably points out one of the best efforts they're making in improving sets in redoing them. It has roughly 2-3 different ways to rupture and benefit from it, but in the end most of the methods of using laser sword for DPS kind of fall flat in comparison to just applying Disintegrate and Download, and then spamming Lumi. Slash on your enemy until dead. Laser Sword and Electricity seem to both highlight a problem of debuff-based sets (i.e. Negative Ions and Particle Burn) becoming a bit too diluted in mechanics, and therefore suffering heavily in performance for this.

    I really do hope some of the later sets they cover try some more interesting things, or perhaps even preserve parts of the set that were already in place that made them interesting. Like, Might is a set that's all about extremely strong burst damage - what if Demolish was adapted to apply a 'Rising Knee' like debuff that caused the next 2 melee crushing attacks from you to 20% more damage? In archery, which has damage types all over the place, what if Straight Shot's defense debuff got the timed effect, but still retained a global Archery-attack weakness effect, or maybe superboosted crit stats? Heck what if (some aspect of) gadgeteering relied on using debuffing mines to slow enemies in like a laser-net and apply its particle defense debuff?
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  • kaiserin#0958 kaiserin Posts: 3,196 Cryptic Developer
    edited October 2017
    bluhman wrote: »
    I really do hope some of the later sets they cover try some more interesting things, or perhaps even preserve parts of the set that were already in place that made them interesting. Like, Might is a set that's all about extremely strong burst damage - what if Demolish was adapted to apply a 'Rising Knee' like debuff that caused the next 2 melee crushing attacks from you to 20% more damage? In archery, which has damage types all over the place, what if Straight Shot's defense debuff got the timed effect, but still retained a global Archery-attack weakness effect, or maybe superboosted crit stats? Heck what if (some aspect of) gadgeteering relied on using debuffing mines to slow enemies in like a laser-net and apply its particle defense debuff?

    Why use rising knee when you can pick up a crushing debuff from another set? Or better yet, why not just stack both? Should debuffs be restricted to specific sets (ie powers outside of the set can't make use of them) to allow for more unique damage boosting effects? How would that affect team content? There are a lot of things to consider when looking over powers.



    A free power system like what Champions unfortunately has the downside of having to build sets taking into consideration what every other set can do. When revamping sets we try to give them identities that set them apart from others, but we don't have much wiggle room in that regards without making the set super restrictive.

    Laser Sword is a pretty good example. Prior to the revamp the 'set' had a one button wonder and an additional series of attacks to give it a damage boost. While the one button wonder saw a bunch of use, practically no one used the other abilities even though they provided a massive damage boost that brought the set up as the hardest hitting melee set of the time. (Seriously the old damage boost it gave was insane).

    Even though the benefit of using those abilities was great, they were pretty clunky, ate up a ton of powers in your build and didn't have much use outside of setting up that damage boost.


    But yeah, when thinking of effects for powers, you have to take into consideration how other sets can utilize them, how it impacts things when other players are throwing around effects, and if it'll give the set an advantage over others. We want sets to feel like their own, but we also want all sets to perform roughly on par with one another so no one feels like they chose the wrong set.​​
    Post edited by kaiserin#0958 on
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    Yes, I believe the remade powersets are samey, but they're good guidelines for balanced gameplay.
    If rising knee were a self-buff rather than a target debuff it would have a separate role (instead of being, well, a strictly inferior option). In general distinctive mechanics either have to be by damage type (rather than by set) or based on set-unique status effects.
  • riveroceanriverocean Posts: 1,690 Arc User
    Yes, I believe the remade powersets are samey, but they're good guidelines for balanced gameplay.
    They are a bit cookie cutter. But I don't see any other way to balance out such an open system. You can literally build almost any combination of powers you'd like. You get more out of sticking with one themed framework of course.

    CO is a unique game in how flexible it is. Which may be the problem. It sucks because I'd love for the game to be more popular. But I think the sheer number of build choices scares people away.
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  • bluhmanbluhman Posts: 2,410 Arc User
    Yes, I say the remade powersets are too samey and I do not like it.
    kaizerin said:


    Old Laser Sword (the power) also had the distinction of having extreme DPS on its own as well. Like, to the point of already being on the same tier as stuff like Haymaker and Dragon's Claw. There really wasn't much of an incentive for players to explore the clunky interactions anyways, given that the baseline that was given was already heavily outdamaging most other melee options.

    But in general, that's kind of part of the reason there probably should be some steps being taken to standardize or reorganize defense debuffs. On one hand, yeah, you can double-up defense debuffs via Demolish/Rising Knee, but on the other hand (aside from Rising Knee not being a great debuff), it's generally more effective to combine Demolish with a quicker crushing debuff if you're going with that damage type, like Armor-Piercing. Heck, instead of full-charging a demolish, you could probably get a similar effect by combining Chest Beam (burn through) and Burst Shot: both taps, both AoE, about 30% crushing damage resistance debuff. 2 Taps. Probably a boatload of energy used up. Then you could probably put No Quarter on top of that and get even more crushing debuff.

    This is like a prime example of how other sets are utilizing neighboring powers, in ways that don't feel entirely intentional. Kind of like teleporting mine-layers or lightning-flinging power armors (back when you could trigger Lightning Arc erroneously alongside Power Armor attacks.) There's also the less serious problem of players cherry-picking the best options from different sets (i.e. a Dual-Blader using Dragon's Claw) but that both doesn't look great visually to rapidly switch weapons, and honestly, the sets are similar enough that it's probably not that much of a performance gain to take it above Dragon's Wrath (pretty sure meta MA builds make use of setups like this though.)


    I'm really not sure why the sets are so similar when the crossover between sets is so narrow anyways for most cases. Munitions and Infernal are big exceptions since they have tons of utilities that supply stuff to Fire, HW, Might, Sorcery, Shadow... But then what about a set like Fire, or Ice, that practically define the damage type they use? Especially when we begin getting super-deep into the energy-projector sets, it's a concern, because Elec seems like a bit of a disappointment to me, levelling. Is having its fundamental layout of what applies debuffs and buffs differ going to make other sets that use electrical damage break? Probably not, since I don't think Taser Arrow is exactly used for its electrical damage. It's AoE centric, but still has its blast apply Superconductor to one target (While requiring another debuff to apply, that has no direct effect outside of the powerset it's being used by). The alternative to that is using a slow, charged AoE hold that does no damage while you're charging. Compare to the Skarn's Bane or Minigun that both are powerful AoEs and apply their effect on a full maintain. In any case, the debuff is to fuel a single-target Soul Beam reskin that drains energy faster than your EU can normally supply and doesn't even do that great of DPS when set up correctly with both Ions and Superconductor. (Back to that archery combo from above: pretty convinced, at least on a levelling build with Heirlooms, Straight Shot+Frag Grenade/Armor Piercing is pumping out more damage on average than Lightning Arc+Chain Lightning/Superconductor+Lightning Bolt, while simultaneously feeling a lot less like a hassle to play).

    im probably a little salty about how elec turned out. Like looking into the set, yeah, it's pretty unique in how it handles things, but it also is kind of clunky. And essentially considering that it's the only set that primarily makes such heavy use of the Electric damage type, it seems like it'd deserve maybe a bit of an edge over, say, the 6+ sets that make use of Physical damage for its complexity.

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  • aesicaaesica Posts: 2,537 Arc User
    edited October 2017
    Yes, I say the remade powersets are too samey and I do not like it.
    To touch on a few of your points (which I fully agree with, by the way)

    Forms and Energy Unlocks
    These two things tread each other's functionality and mechanics to the point where you could just merge one with the other and call it a day. Additionally, when used in their "proper" set, the user doesn't even really need to think about meeting the trigger conditions at all because it just happens naturally as you push buttons. Take Sorcery's Enchanter form and Conjuring energy unlock for example--while there's subtle differences, the underlying theme with both is "use powers that apply enchantments and curses to make these work." Since the active mechanics of Sorcery--the set's primary damage debuffer as well as several additional effects on various powers--all make use of enchantments and curses, this part is covered. So what exactly do forms and energy unlocks even add in terms of gameplay value? I can't think of anything, to be honest.

    "Consuming Stacks of [Buff/Debuff Here]"
    You forgot to include that for melee sets. Just about every melee set is infested with this mechanic, so if you want to play melee, you have to learn to like it or tough luck. Seriously, the only melee sets which lack it are those which haven't been properly given a tuning pass yet, and this actually makes me dread the day when they finally do get reviewed. As for the "gimmick melee spike attack that doesn't consume stacks of [generic buff/debuff]," I'd really like to see those buffed to be a true alternative. You know, because some of us actually want to use those buffs/debuffs as actual, active buffs/debuffs and not some junk that just gets counted to 5, consumed, repeat.

    Energy Unlocks and the "Every 3 Seconds Over 6 Seconds" Rule
    I'm actually okay with this part. It's a straight QoL upgrade from the older model of "returns energy when X. Cannot occur more than once every 3 seconds," and this is especially true for sets where the trigger mechanic is sporadic rather than smoothed out.

    - - -

    With that, I have several criticisms regarding this model:

    Homogenization, but Without Flexibility
    I could understand making every framework samey if they were all meant to be mixed and matched more easily. For example, apply the damage resistance debuff with Hex of Weakness, stack Plasma Burn with Lightspeed Strike, then either consume it with Ego Blade Annihilation or utilize it with Lightning Arc. Hot dog! Just look at that cross-framework synergy and the flexibility it would give for someone wanting to create a hero themed around multiple weapons/attack types instead of being limited to just one.

    Unfortunately, what we have is the exact opposite. Your damage debuff limits your power choices to certain damage types, or even a single type in many cases. If that wasn't enough, you're stuck taking at least 2 more attack powers from the same framework--one to stack [disposable/uninteresting junk debuff] and the other to either interact with it or consume it. Then, have to find a form and energy unlock that works with them, further locking you into a single framework unless you want to make energy generation and form stacking something you more actively have to manage. It's a big mess and a pretty raw deal IMO, but it's what we have, so...yeah. :/​​
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  • chaelkchaelk Posts: 7,732 Arc User
    so why is Storm strike_ elect ultimate- listed as ranged AOE. when its a ground zero aoe.
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  • aesicaaesica Posts: 2,537 Arc User
    edited October 2017
    Yes, I say the remade powersets are too samey and I do not like it.
    chaelk wrote: »
    so why is Storm strike_ elect ultimate- listed as ranged AOE. when its a ground zero aoe.
    If it was tagged as melee, how would it work properly with the rest of Electricity, which is a ranged set? For a great example of the ranged/melee divide screwing a set out of its ultimate due to being the wrong type, see Power Chord.​​
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  • deadman20deadman20 Posts: 1,529 Arc User
    Yes, I say the remade powersets are too samey and I do not like it.
    Despite my vote on the matter, I do believe that the revamps are a good thing. I understand why it is being done at least. Still, each powerset could stand to have something that sets it apart from the others. It's the reason why I opted for electricity to have more Crowd Control interactions. Each set should have something unique about them that sets them apart from other sets, but still have a baseline that keeps them in line with one another.

    Previously, only a handful of sets had buffs and debuffs that boosted damage which made them primary choices to perform that role. What is desired is that all sets become viable in all roles and in all content. Unfortunately, before we can branch out to each set having a unique identity again, the team must first ensure each set is balanced by their chosen route with little deviation. Once this is done, we may start to see more uniqueness within each set, and perhaps more ways to mix and match them.​​
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  • eviltwintwoeviltwintwo Posts: 352 Arc User
    Not sure how I want to vote on this one...I really like some of the changes, I really don't like others.

    Electricity's new cone attack is interesting, as are some of the other changes. I still didn't like the way the Tempest was reworked; I spent a lot of time learning to like that AT, then my playstyle got skewered. So pluses and minuses, here and there.

    The thing where they made lightning arc a higher-tier power confuses me. Some have said it was overpowered; I don't really agree with that. Replacing it with chain lightning was both good and bad--it was silly to have a perfectly good blast power that wasn't used on any AT, but I don't care for bouncing attacks. (Even LA can bounce, but it is still basically a one-target power.) Perhaps a better change would have been to make the level 1 power a choice between lightning arc and chain lightning, but the devs decided to move LA up a few tiers. As I said, I didn't consider it overpowered. The way some people talk about it, you'd think a tank or healer could take it and blow holes through Qwijibo. As for its use on the Tempest, none of the ranged damage AT's were short on damage, so far as I know.

    I'm even less enthused about telekinetic assault being shoved into a higher tier. I liked the option of using it as my first single-target attack. Some have stated it was OP, but I never saw it as such. The changes to the TK sword also don't work for me, not so far as I can tell, but I still use a couple of those powers on a freeform or two because they do what I need them to without regard to ego leech.

    Probably the main thing I've noticed is the problem I have getting energy return on my elemental freeform character, who has fire, ice and electric powers. If I chose powers to return energy from one element, the others just drain me. Maybe a more general form that is slightly less effective would be a good idea. They could put some kind of broad-themed energy return on inertial dampening field; it increases your energy costs by 10% (like other toggles) but doesn't supply any energy in any way. It would be good for certain tank builds, at least.
  • spinnytopspinnytop Posts: 16,450 Arc User
    edited October 2017
    No, I think the remade powersets have plenty of variety.
    Sorcery and Electricity are "samey"? Sure, if all you're looking at is like four powers. Sets having certain mechanics or gameplay cycles in common is going to happen since they're all part of the same game. Do Sorcery and Electricity play the same? Not really, there's different considerations for a sorcery build than there is for an Electric build...but it depends on what content you're doing.

    If your builds are feeling samey, I'll point you to the true culprit: content where all you do is dps one big boss. You cast your nuke, you keep up your debuff, and you do literally nothing else because there's literally nothing else to do. DPS builds made solely for this content are going to be samey and boring based entirely on the fact that DPSing this content is samey and boring in regards to how you use your powers. Cosmics are kind of a terrible way to show off this game's build potential.

    On the other hand if you hop into the QWZ and start to solo some dailies you might notice that different sets do play differently. Unfortunately the CO community has shown that they don't want more of this kind of content, so the devs aren't going to make any - so enjoy nuking big bosses in the same way with every toon forever!
  • aiqaaiqa Posts: 2,620 Arc User
    edited October 2017
    Some parts of the sets feel very similar, in particular the debuffs are making all sets have a similar feel. But not all sets feel similar. For instance TK (the rupture based option at least) plays and feels very different from something like Lightning. Appart from the ruptuire mechanic, I think one of the reasons why TK feels different from many other sets, is because you don't really have to worry about the debuff. It's already build into the rotation you are using for different reasons.

    In general I think there is enough wiggling room to improve on the distinct feel of sets a bit more. I would prefer more sets that do something similar like TK, have some in set synergy that requires use of 2 or 3 powers, and just have the debuff build into that. I am aware sets do something a bit similar already, but that synergy if often not overly interesting by iself, in particular the sets that depend on refreshes (most of melee and lightning) for debuffs make you focus on that part quite strongly.
  • bluhmanbluhman Posts: 2,410 Arc User
    Yes, I say the remade powersets are too samey and I do not like it.
    spinnytop said:

    Both of them are sets that utilize a set of lower-tier debuff attacks like Electrical Current and Pillar of Poz, that combine with a toggle and EU to fuel energy to use giant AoEs and single-target nukes. There are differences, like how Negative Ions is more gimmicky than the 5 different curses that Sorcery gets and has some bizarre method of completing circuits to make energy-generation more complicated, but taking that minutiae out of the picture, that's just one example of very similar sets. We don't see a lot of things like "Tier 3 single-target attack that's a click and will reset its cooldown each time it hits an enemy with the set's debuff" for example.

    The only reason I don't do QWZ dailies is because it literally doesn't help me to unlock the coolest stuff (and also I don't need more SCR/GCR right now). You can get tons of tokens by farming that stuff, but it will not let you buy things like the Raptor heads, or Kiga parts, or Shadow-Destroyer costume pieces by itself. Because you need to complete 10+ runs of a cosmic fight to get them! And the last multi-target boss fights that were added to CO had the mobs (the green orbs in Eidolon) specifically resistant to AoE attacks, so lining up and attempting firing down some cones or spheres onto the green orbs was completely inferior to having the team split up and coordinate a ton of single-target attacks on them.

    If anything, the high-level cosmic content that enables players to get that stuff in the first place could likely use more mobs. And not stuff that just spends the whole fight being held in a successful run. But that's all stuff that's been discussed heavily in another thread.
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  • layenelayene Posts: 63 Arc User
    Yes, I believe the remade powersets are samey, but they're good guidelines for balanced gameplay.
    spinnytop wrote: »
    Sorcery and Electricity are "samey"? Sure, if all you're looking at is like four powers. Sets having certain mechanics or gameplay cycles in common is going to happen since they're all part of the same game. Do Sorcery and Electricity play the same? Not really, there's different considerations for a sorcery build than there is for an Electric build...but it depends on what content you're doing.

    If your builds are feeling samey, I'll point you to the true culprit: content where all you do is dps one big boss. You cast your nuke, you keep up your debuff, and you do literally nothing else because there's literally nothing else to do. DPS builds made solely for this content are going to be samey and boring based entirely on the fact that DPSing this content is samey and boring in regards to how you use your powers. Cosmics are kind of a terrible way to show off this game's build potential.

    On the other hand if you hop into the QWZ and start to solo some dailies you might notice that different sets do play differently. Unfortunately the CO community has shown that they don't want more of this kind of content, so the devs aren't going to make any - so enjoy nuking big bosses in the same way with every toon forever!

    I agree with a lot of what you're saying here; there is still a lot of variety in the redone sets and the problem is with content and not the revamps. I think where the "samey" problem lies is that the core mechanics of each redone set are very much the same. Even in QWZ, most of my builds are playing very much the same way, I just use an AOE instead of the ST I use in cosmics. Outside of the core debuff/nuke powers the rest of the skills do feel different but are mostly just taken for flavor and not out of necessity. Both my electric and sorcery builds have 2-3 powers that I swap out regularly because they are simply not necessary for any of the current content. So while there is variety available, it's just window dressing the way things are now.​​
  • theravenforcetheravenforce Posts: 7,140 Arc User
    edited October 2017
    I'm a bit torn, but perhaps further discussion will see me pick an option.

    I've seen changes to sets which, in some instances I do not agree with or like and in others, are quite shocking and really cool to have in game.

    Example: I think the addition of a Ranged Form for Telekinesis is excellent, however I do not like that it was forced to be DEX only. Especially considering that Mental Discipline was adjusted to be more competitive with other forms by scaling with DEX and being a melee based form (great idea IMO, but kinda takes away the multi use MD had, but then again, I feel that my characters / builds benefited from the Mental Disc change). I know there are some who "don't really look at the stat name or care", but I don't follow that line of thinking unfortunately, especially since Ego does what it does for ranged damage. It'd be like creating a melee form for Might and having it scale on Intelligence.

    ^ That being said, I have to say I was very shocked to see positive results from the Telekinesis Review, so that's given some hope.

    For me, it gives me an idea of where my babies, [You may not use these words] may be when they come around for revision. (This is of course not taking into consideration any biases or negativity which may sprout from that...as they garnered in the past...)

    I think the breakdown of what is happening per set in your OP is pretty spot on.

    CO's freeform system is still available, but I think due to the desire to get everything on the same page...and in the WAY it is being done, it may feel like a much more restricted system in terms of cross frame work play and building.

    Then again, it may be that "all" sets are brought to be on the same page / level and then cross frame work advantages etc are brought in, but I can't see that happening.

    The changes are also a good way to control, to an extent, how players build. If you create 3 options for optimal DPS, optimal tanking and optimal healing etc, then it is easier to judge what is 'over performing' or what may become problematic for future content.

    I view it similarly to how certain things were changed quite a bit before the Cosmics were revamped.

    You can imagine if we had the QWZ and revamped Cosmics now, without any Device/INT/Dodge changes but just gearing and mod increases added. A greater number of different players would likely be able to clean the available content in an unintended way or rather in a way which circumvents some of the mechanics put in place.

    Equally, as I've recently discovered, embracing some of the new changes can be quite rewarding.
  • spinnytopspinnytop Posts: 16,450 Arc User
    No, I think the remade powersets have plenty of variety.
    layene said:


    Both my electric and sorcery builds have 2-3 powers that I swap out regularly because they are simply not necessary for any of the current content. So while there is variety available, it's just window dressing the way things are now.​​

    I'd be intersted to know the other contents of those builds. The way you talk it sounds like you're still building according to the meta from over 2 years ago, the one that takes a minimal amount of attacks and then the rest of the build is basically the same thing on each character a person makes. I build DPS characters with a bunch of attacks, so I actually experience all that a power set has to offer because I can't rely on "the usual suspects" to carry me through content. When you build like this, you see how very different two sets can be. Further proof of this is that my dual spec dps/tank characters are instantly less interesting due to having 3 power slots taken up by necessary tanking powers. I should stop making those.

    tl;dr - you can see how different two builds are by taking lots of attacks and getting through content by relying on just attacks. Won't work at cosmics of course since there's nothing to do other than STNUke.


    The sets are actually quite diverse, the game is just currently terrible at showing that off, both because the content it motivates you to do is so singular in what it asks you to do offensively, and because it still allows players to take the usual ezmode powers that make it so you don't have to do anything interesting even in content that merits it.

    It's actually kind of funny how the devs are really letting all their hard work go to waste. All this effort so we can do a glorified version of a Smash Alert.
  • avianosavianos Posts: 6,178 Arc User
    edited October 2017
    Yes, I believe the remade powersets are samey, but they're good guidelines for balanced gameplay.
    You know if anything I had only 1 FEAR about Telekinesis revamp, I was really afraid after Laser Sword that they would complety destroy Ego Leech rapture mechanic for something more "innovating" (P.S You ruined Plasma Cutter FOREVER, YEAH This is where im going with this spike)

    I'm really glad they kept Ego Leech rapturing and that the revamp made Melee Ego Blade variable
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergies! Playing since 1 February 2011 128 + Characters (21 ATs, 107 FFs) ALTitis for Life!
  • vonqballvonqball Posts: 939 Arc User
    I'm not sure where I stand on this question. The issue I have with the updated powersets is that I often can't combine the various powers I want to use (for the theme I have in mind) without making major concessions in terms of build effectiveness. What with the buff stacking and rupturing, along with the damage type specific defense debuffs, I feel like I'm being funneled into making glorified ATs, or combining specific powersets with intended synergy.
  • aesicaaesica Posts: 2,537 Arc User
    Yes, I say the remade powersets are too samey and I do not like it.
    bluhman wrote: »
    There are differences, like how Negative Ions is more gimmicky than the 5 different curses that Sorcery gets and has some bizarre method of completing circuits to make energy-generation more complicated, but taking that minutiae out of the picture, that's just one example of very similar sets.
    The energy generation mechanics can largely be ignored when you're coloring inside the lines, since you'll push your required buttons for debuffs, damage, aoe, etc and the energy generation just happens. It doesn't matter if it's straightforward like Sorcery or janky and overly complicated like Electricity, the end result is the set still supports itself without any real effort from the player. Thus, I wouldn't even consider them proper "differences" in terms of adding to gameplay.

    In light of that, what we're left with is:
    • Cone-based maintain AoEs: Electrical Current, SMG Burst, Skarn's Bane
    • Heavy-hitting maintain ST attacks which rely on other mechanics from the set: Lightning Arc, Asasult Rifle, Telekinetic Assault, Soul Beam
    • Sphere-based maintain AoEs that hit decently and stand fine on their own: Lightning Storm, Telekinetic Barrage, Star Barrage
    • Debuff application: Chain Lightning+Ball Lightning, Burst Shot/Shotgun Blast, Telekinetic Strike/etc, Hex of Weakness/Will-o-the-Wisp w/ Guide/etc

    So yeah, it's a mess of sameyness, but as Kaiserin said, they don't want to run the risk of one set feeling like the "best choice" so this is what we have. The potato that is CO frameworks comes in many different flavors and colors, but ultimately, we'd better like the taste of potatoes or be out of luck.

    I just hope that, going forward, they might least consider the option of allowing multiple playstyle options within each framework instead of making them one-track only. Not everyone wants to count to 5 and consume stacks of [some crap buff/debuff here], for example. Some might prefer a strong charge attack while others might prefer the maintain meta we have now. Even others might prefer the strong attack to be a combo. For AoE, some like cones, others like spheres, and even others prefer PBAoEs.

    As things stand now, only some people are getting the playstyle they actually want, and worse yet, as these reviews continue, those nonstandard playstyles are being driven closer and closer to extinction. The meat of most builds from a given framework completely lacks meaningful options for diversity. Here's what I mean:

    Storm Elemental: I throw chain lightning at my enemiesss to debuff them, hurl a ball lightning at them, then fry them with my lightning arcsssss. Againsssst large groupssss of foessss, I rain lightning stormssss down upon them!

    High-Voltage Robot: I AM PROGRAMMED TO DO THE EXACT SAME THING. WE ARE COMPATIBLE.

    Lightning Wizard: Wow, me too. Hey wait, all of our attacks are the same crap? Really? Screw that, I'm taking this cone attack to be different.

    High-Voltage Robot: KNOWLEDGE OF THAT ATTACK PATTERN IS WITHIN MY DATABASE. I DO NOT USE IT BECAUSE IT IS SUB-OPTIMAL.

    Lightning Wizard: Well, then I could charge this chain lightning power for a different playstyle and...

    Storm Elemental: Ssssssorry, but that power hassss been dessssignated a debuff applier. It issssssn't allowed to be good at much elssssse.

    High-Voltage Robot: ALSO A TIER SYSTEM EXISTS FOR POWERS AND CHAIN LIGHTNING IS DESIGNATED TIER 0. TIER 0 POWERS ARE NOT AUTHORIZED TO DISPENSE MEANINGFUL DAMAGE.

    Lightning Wizard: ...Damn it. So we're all 3 very different characters, but we have to fight in the exact same way?

    High-Voltage Robot: AFFIRMATIVE.

    Storm Elemental: Sssssorry flesssshling, but thatssss the way it issss for now.​​
    (Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
  • layenelayene Posts: 63 Arc User
    edited October 2017
    Yes, I believe the remade powersets are samey, but they're good guidelines for balanced gameplay.
    spinnytop wrote: »
    the game is just currently terrible at showing that off, both because the content it motivates you to do is so singular in what it asks you to do offensively, and because it still allows players to take the usual ezmode powers that make it so you don't have to do anything interesting even in content that merits it.

    Looks like we're on the same page then.
    aesica wrote: »
    Storm Elemental: I throw chain lightning at my enemiesss to debuff them, hurl a ball lightning at them, then fry them with my lightning arcsssss. Againsssst large groupssss of foessss, I rain lightning stormssss down upon them!

    High-Voltage Robot: I AM PROGRAMMED TO DO THE EXACT SAME THING. WE ARE COMPATIBLE.

    Lightning Wizard: Wow, me too. Hey wait, all of our attacks are the same crap? Really? Screw that, I'm taking this cone attack to be different.

    High-Voltage Robot: KNOWLEDGE OF THAT ATTACK PATTERN IS WITHIN MY DATABASE. I DO NOT USE IT BECAUSE IT IS SUB-OPTIMAL.

    Lightning Wizard: Well, then I could charge this chain lightning power for a different playstyle and...

    Storm Elemental: Ssssssorry, but that power hassss been dessssignated a debuff applier. It issssssn't allowed to be good at much elssssse.

    High-Voltage Robot: ALSO A TIER SYSTEM EXISTS FOR POWERS AND CHAIN LIGHTNING IS DESIGNATED TIER 0. TIER 0 POWERS ARE NOT AUTHORIZED TO DISPENSE MEANINGFUL DAMAGE.

    Lightning Wizard: ...Damn it. So we're all 3 very different characters, but we have to fight in the exact same way?

    High-Voltage Robot: AFFIRMATIVE.

    Storm Elemental: Sssssorry flesssshling, but thatssss the way it issss for now.

    This was far more entertaining than it had any right to be. Also, sadly true.​​
  • spinnytopspinnytop Posts: 16,450 Arc User
    No, I think the remade powersets have plenty of variety.
    That little skit also indicates somebody who doesn't really think beyond one way to play. Ironically.
  • layenelayene Posts: 63 Arc User
    Yes, I believe the remade powersets are samey, but they're good guidelines for balanced gameplay.
    spinnytop wrote: »
    That little skit also indicates somebody who doesn't really think beyond one way to play. Ironically.

    There are lots of ways to play if you don't mind the fights taking four times as long. I have lots of toons that trade variety for efficiency too.
  • nephtnepht Posts: 6,883 Arc User
    Yes, I say the remade powersets are too samey and I do not like it.
    Too samey all the powersets are now giving me bad Same Fighter V flashbacks (fighting games fans will get that pun :^P )
    nepht_siggy_v6_by_nepht-dbbz19n.jpg
    Nepht and Dr Deflecto on primus
    They all thought I was out of the game....But I'm holding all the lockboxes now..
    I'll......FOAM FINGER YOUR BACK!
  • spinnytopspinnytop Posts: 16,450 Arc User
    edited October 2017
    No, I think the remade powersets have plenty of variety.
    layene said:


    There are lots of ways to play if you don't mind the fights taking four times as long. I have lots of toons that trade variety for efficiency too.

    You're doing it wrong then. There are multiple ways to play that are blazingly efficient.
    nepht said:

    Too samey all the powersets are now giving me bad Same Fighter V flashbacks (fighting games fans will get that pun :^P )

    Guile not being a charge character is a good thing u3u
  • magpieuk2014magpieuk2014 Posts: 1,268 Arc User
    Yes, I say the remade powersets are too samey and I do not like it.
    I get the need for balancing, especially as the game is now focused on open-world multi-player activities. And there have been some good revisions which have made things clearer, such as Laser Sword, which not only fixed an overly-complex set but provided some synergies with other power sets - quite a rare thing.

    Overall, though, those good points have been outnumbered by decisions which have made things players don't care about - like energy management - prominent and the overall "build stacks of X to do damage" meta, which limits build variety and makes all the sets play pretty much the same. I don't think that a game like this - which essentially involves playing the same content time and time again, but (hopefully) in new and fun ways each time - can afford to make both character building more rigid and gameplay more monotonous, and that's what the set changes have done.
  • spinnytopspinnytop Posts: 16,450 Arc User
    edited October 2017
    No, I think the remade powersets have plenty of variety.

    Overall, though, those good points have been outnumbered by decisions which have made things players don't care about - like energy management - prominent and the overall "build stacks of X to do damage" meta, which limits build variety and makes all the sets play pretty much the same.

    For all the talk about "muh energy management!" nothing really changed there. My toons still don't have to slot for energy, and in many cases don't even have to pick an energy ss, and I'm still not running out of energy in a way that really impedes me. Heck, some of my leveling toons actually have better energy management now than they would have in the past due to some of the changes.

    As for "build stacks of X to do damage" meta... that's not the meta. It's a mechanic that certain sets have, and which is largely optional. Not sure why some people try to say every set is about rupturing now. Bestial had a rupture mechanic added, but it's certainly not required to be an optimal build ( I didn't use it when I passed Vixy's dps challenge ). Sorcery didn't get one, and neither did electric or heavy weapons. Infernal doesn't have one, it just has poison stack maintaining, which it has always had. Laser Sword got one added, but again entirely optional. TK has always had the rupture mechanic, and when the set got revamped the flow of using that rupture mechanic was improved. That leaves Single Blade, which hasn't been touched yet.

    So 2 sets got it added in a state where it's entirely optional, and 2 sets already had it and it's still optional. So how is that the meta and how is it limiting build variety when these things are optional and you can still build high performing builds without them?
  • magpieuk2014magpieuk2014 Posts: 1,268 Arc User
    Yes, I say the remade powersets are too samey and I do not like it.
    Not everyone wants to count to 5 and consume stacks of [some crap buff/debuff here], for example

    It would be nice to make a damage spike effect based on player skill and timing rather than on regular application of X followed by a guaranteed bonus. If, for example, when you got your five stacks of X on the target, the effect was to apply a damage buff which only lasted for 5-10 seconds, then that might make things more fun... how do you maximise the effect, do you go for a blast attack, maintain, can you double up with other effects...? You may even miss it completely if other stuff is happening, if you get knocked... use it or lose it is more fun than pre-planning best rotations.
  • nephtnepht Posts: 6,883 Arc User
    Yes, I say the remade powersets are too samey and I do not like it.
    spinnytop said:



    Guile not being a charge character is a good thing u3u

    Guile is still a charge. Its Charlie they changed you dingbat.

    nepht_siggy_v6_by_nepht-dbbz19n.jpg
    Nepht and Dr Deflecto on primus
    They all thought I was out of the game....But I'm holding all the lockboxes now..
    I'll......FOAM FINGER YOUR BACK!
  • ogremindesogremindes Posts: 348 Arc User
    I couldn't speak to the sets becoming samey, I'm the sort of player where "press A to shoot gun" and "press A to shoot lighting" are completely different. But I am saddened by the revamped sets removing ways for the sets to ...talk to each other.
    For me at least, character customisation is the reason to play the game. The world is too small, the mechanics are nothing to write home about and I'm not the most social of gamers. But making a character with a very particular theme and making a build to match that is interesting and viable to use, that's where the fun of the game is IMO. And that just can't happen if every set becomes its own self contained thing.

    -Ogre
  • aesicaaesica Posts: 2,537 Arc User
    edited October 2017
    Yes, I say the remade powersets are too samey and I do not like it.
    spinnytop wrote: »
    Not sure why some people try to say every set is about rupturing now.
    I don't think anyone's saying that every set is about stacking to 5 then blowing those stacks for a spike hit. No, that cancer is almost exclusively melee. Of the sets that were at least semi-revised or adjusted in some way:
    • Infernal - Ranged - No - Recall that it almost was given this mechanic, but it was changed before going live
    • Dogman - Melee - Yes
    • Sorcery - Ranged - No
    • Darkness - Ranged - No* - Things like "consume Fear" and "consume your shadow pets" have wormed their way into certain powers as advantages, but they're not related to damage output.
    • Heavy Weapons - Melee - No - Literally the exception to the rule in terms of revised sets and consume-the-stacks nonsense.
    • Telekinesis - Ranged/Melee - Yes - At least the cancer stacks on your character instead of your target
    • Single Blade - Melee - Yes - Only had a slight touchup for The Penitent, Slash, etc. Almost doesn't count
    • Laser Sword - Melee - Yes
    • Power Armor - Ranged - No
    • Munitions - Ranged - No
    • Electricitiy - Ranged - No* - Negative Ions is literally useless by itself, and exists as a flag to trigger behaviors in other powers. While some consume it, it doesn't stack and will probably just be reapplied by something else automatically anyway.

    I color coded things to make the pattern easier to see. Note how, in almost all cases, ranged is a no and melee is a yes.

    Need I remind people that "rupturing" as people call it has its name taken from an old World of Warcraft rogue ability that once behaved in the same way--it removed stacks of a bleed effect to boost its own strength. WoW's dev team has since removed this mechanic from the Rupture ability (note that combo points are a resource like energy, not a buff/debuff) as well as the 1-2 other player abilities which used similar mechanics. It literally doesn't exist anymore in WoW. Not on its former namesake ability. Not in on any ability. It's yesterday's garbage, and yet it's the norm melee in this game for some reason. I'm just curious about why that is.​​
    Post edited by aesica on
    (Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
  • avianosavianos Posts: 6,178 Arc User
    edited October 2017
    Yes, I believe the remade powersets are samey, but they're good guidelines for balanced gameplay.
    aesica wrote: »
    Dogman - Melee - Yes
    I noticed a Prejudice against Bestial Supernatural
    Been there done that onion-30.gif

    It's like saying all Power Armour characters are ROBOTs
    aesica wrote: »
    I don't think anyone's saying that every set is about stacking to 5 then blowing those stacks for a spike hit. No, that cancer is almost exclusively melee. Of the sets that were at least semi-revised or adjusted in some way:

    Not on its former namesake ability. Not in on any ability. It's yesterday's garbage, and yet it's the norm melee in this game for some reason. I'm just curious about why that is.
    speak for yourself, Just because YOU don't like Rapturing mechanics, it doesn't automatically make it "Cancer" mechanic

    I personally love the Rapturing Mechanics ingame, they give you a way to create set up for melee sets instead of just pressing 1 button and I would get upset if they removed them
    aesica wrote: »
    [*]Telekinesis - Ranged/Melee - Yes - At least the cancer stacks on your character instead of your target
    also you are wrong, range TK also has rapturing (TK Lance and Lance Rain) and thats what makes it so powerful
    AND BOY I WOULD BE SO UPSET IF THEY REMOVED IT

    also, Bestial and Laserswords use the rapturing mechanic only for Utility, NOT for Damage spikes like Single Blade and TK Blades​​
    Post edited by avianos on
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergies! Playing since 1 February 2011 128 + Characters (21 ATs, 107 FFs) ALTitis for Life!
  • spinnytopspinnytop Posts: 16,450 Arc User
    edited October 2017
    No, I think the remade powersets have plenty of variety.
    aesica said:


    I color coded things to make the pattern easier to see.

    You could have saved yourself the effort considering all you did was repeat the information I gave ( except for that one error regarding ranged TK ), lol

    Also WoW is garbage so stop trying to use it as the example of "how do things right". There's a reason people are playing CO and not that sad remnant. If you want everything to be like WoW, go play WoW and stop trying to turn CO into WoW. You're not going to get any traction for your ideas here by saying "this is how WoW does it" since anyone who cares about WoW is playing it, and not this. If you're thinking "WoW has lots of players so if we do what WoW does then we'll have lots of players!" keep dreaming, that's not how MMOs work and it never has been.

    It would be nice to make a damage spike effect based on player skill and timing rather than on regular application of X followed by a guaranteed bonus. If, for example, when you got your five stacks of X on the target, the effect was to apply a damage buff which only lasted for 5-10 seconds, then that might make things more fun... how do you maximise the effect, do you go for a blast attack, maintain, can you double up with other effects...? You may even miss it completely if other stuff is happening, if you get knocked... use it or lose it is more fun than pre-planning best rotations.

    Sounds neat. Reminds me of those specializations where you gotta aoe 30 times and you get a bonus buff for a bit. Issue is that you would need to somehow limit how often you can get stacks of X so that you're literally not just constantly under the effects of the damage buff ( since that completely ruins your premise ). If it means I gotta spam a combo for a long time between these bursts, I'm not really a fan. Spamming some charge X number of times could be neat tho.
  • aesicaaesica Posts: 2,537 Arc User
    Yes, I say the remade powersets are too samey and I do not like it.
    spinnytop wrote: »
    You could have saved yourself the effort considering all you did was repeat the information I gave ( except for that one error regarding ranged TK ), lol
    You said "every set" which was wrong. Clearly I needed to do it after all. ;)
    spinnytop wrote: »
    Also WoW is garbage so stop trying to use it as the example of "how do things right".
    "Using it as the example of how to do things right" is your wording, not mine. I just wanted to remind people that "rupture" is a mechanic borrowed from and named after an ability WoW which has since been completely redesigned.
    spinnytop wrote: »
    There's a reason people are playing CO and not that sad remnant.
    Last I checked, WoW had a slightly larger userbase than CO. Maybe I'm wrong though!
    spinnytop wrote: »
    If you want everything to be like WoW, go play WoW and stop trying to turn CO into WoW.
    But CO already tries to be like WoW, so too late! Same targeting mechanics, same movement system, queued dungeons, raid dungeons, world bosses, and rotation-based combat rather than reaction/situation-based combat. I don't need to try to turn CO into WoW. It's already doing a fine job of that on its own. Which is fine, because I enjoy both games and the similarities makes switching between the two feel pretty seamless.
    avianos wrote: »
    also you are wrong, range TK also has rapturing (TK Lance and Lance Rain)
    That's actually why I had a big green Yes by it.
    avianos wrote: »
    range TK also has rapturing
    avianos wrote: »
    also has rapturing
    avianos wrote: »
    rapturing
    jLxUZLe.jpg​​
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  • avianosavianos Posts: 6,178 Arc User
    edited October 2017
    Yes, I believe the remade powersets are samey, but they're good guidelines for balanced gameplay.
    Rapture-Rupture GASP A single typo on the Internet from someone whose english language is not his native
    SHUT IT DOWN​​
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergies! Playing since 1 February 2011 128 + Characters (21 ATs, 107 FFs) ALTitis for Life!
  • aesicaaesica Posts: 2,537 Arc User
    Yes, I say the remade powersets are too samey and I do not like it.
    I was just trying to help you out in an amusing way. ¯\_(ツ)_/¯​​
    (Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
  • spinnytopspinnytop Posts: 16,450 Arc User
    edited October 2017
    No, I think the remade powersets have plenty of variety.
    In the end my point stands. The "rupture meta" doesn't exist. Not even with melee, since there are plenty of viable melee builds that don't involve it. Then again you have to not have a one track mind when it comes to building to realize that...which ironically the "muh build diversity!" people can't seem to manage. If you have an issue with options being introduced that lead to various viable ways to build... well then maybe you'd be more comfortable playing an archetype?

    PS - there was nothing amusing about the way you grammar nazi'd a typo. It was just as lame as every other time someone did it and thought they were being slick.
  • aesicaaesica Posts: 2,537 Arc User
    edited October 2017
    Yes, I say the remade powersets are too samey and I do not like it.
    Actually, it was just a bad choice in color schemes. I wanted range and melee to be different colors from one another, with yes and no also being different colors from one another. I'll fix that.

    Edit: Done. Now maybe it should be clearer​​
    (Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
  • magpieuk2014magpieuk2014 Posts: 1,268 Arc User
    Yes, I say the remade powersets are too samey and I do not like it.
    As for "build stacks of X to do damage" meta... that's not the meta. It's a mechanic that certain sets have, and which is largely optional. Not sure why some people try to say every set is about rupturing now.

    It's a warning shot across the devs' bow, that's why people say it. Please to not be making all the sets like this, and especially not the elemental ones; we like cross-set synergies and varied builds, not to be penalised for straying outside the tram lines.
  • spinnytopspinnytop Posts: 16,450 Arc User
    edited October 2017
    No, I think the remade powersets have plenty of variety.

    It's a warning shot across the devs' bow, that's why people say it. Please to not be making all the sets like this, and especially not the elemental ones; we like cross-set synergies and varied builds, not to be penalised for straying outside the tram lines.

    Well,

    1. They didn't make electric like that so I'm not sure why you're still "firing warning shots".

    2. What's the problem? You don't like them adding options to sets? I thought you were part of the "muh build diversity!" crowd. You don't want sets to be samey right? So why aren't you supporting the insertion of multiple ways to build into sets? As I pointed out, you don't have to use the rupture mechanics, there are different ways to build in each set. Yes, if you choose a simpler mechanic than you'll do lower numbers, that's called game balance.



    PS - "warning shot across the devs' bow" sounds so... edge lordy... geez
  • layenelayene Posts: 63 Arc User
    Yes, I believe the remade powersets are samey, but they're good guidelines for balanced gameplay.
    Spinny, I'd love to actually see a couple of these builds that have multiple avenues for being being effective while also being so incredibly different from all the other power sets. This way we can actually test them and see if there is something we are missing here.

    I only ask because I really love your optimism and enthusiasm on these forums, but in this case you seem to only argue your point by telling everyone else they're wrong... I'd really like to believe you but you've brought absolutely nothing to the table so far.
  • magpieuk2014magpieuk2014 Posts: 1,268 Arc User
    Yes, I say the remade powersets are too samey and I do not like it.
    PS - "warning shot across the devs' bow" sounds so... edge lordy... geez

    It's more yohoho, Spinny; a perfectly common British naval metaphor meaning "To forcefully request a change of direction".

    I thought you were part of the "muh build diversity!" crowd. You don't want sets to be samey right? So why aren't you supporting the insertion of multiple ways to build into sets?

    Because I'm less interested in building than playing, tbh, and the power set changes have broken too many builds, increased too much complexity, created difficulties with cross-set synergy that weren't there before, and made the whole thing a bit less superhero and a whole lot more micro-managing Negative Ions and the like. Most builds end up with a spare power point or two and I would gladly hand these over if someone would invent a power that just made stuff work nicely together with being so darn fiddly. Would definitely be of more use than a Tier III damage power which doesn't really cut the mustard.
  • biffsmackwellbiffsmackwell Posts: 4,739 Arc User
    layene said:

    Spinny, I'd love to actually see a couple of these builds that have multiple avenues for being being effective while also being so incredibly different from all the other power sets. This way we can actually test them and see if there is something we are missing here.



    I only ask because I really love your optimism and enthusiasm on these forums, but in this case you seem to only argue your point by telling everyone else they're wrong... I'd really like to believe you but you've brought absolutely nothing to the table so far.

    Just this case?
    biffsig.jpg
  • aesicaaesica Posts: 2,537 Arc User
    Yes, I say the remade powersets are too samey and I do not like it.
    ^ My thoughts exactly. ;)​​
    (Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
  • Yes, I say the remade powersets are too samey and I do not like it.
    bluhman said:

    With the electric rebalance having recently been released, I kind of noticed how generally similar elec's setup was to play compared to Sorcery, and how that powerset set itself up for single-target DPS (though a bit harder for elec honestly, since it doesn't have a 'Willowisp+Guide' ability yet). When I really got down to it, though, it seemed that all the redone powersets seem to all boil down to the exact same core components, depending on whether they were ranged or melee.

    Things to have if you're a Ranged DPS powerset:

    1. A tier 0 blast that applies your set's defense debuff. Failing that, it has an advantage that will grant you the defense debuff, alongside having some other key effect or synergy on the base power instead.
    2. Some weird, low-tier sphere/AoE attacks that refresh the debuff and have 4+ advantages, usually has Recovery on it.
    3. Low-tier cone attack that mainly covers a ton of ground and has other utility advantages
    4. Some other various ranged attacks that have advantages or traits that synergize with one other set very well, or more.
    5. Super-powerful single-target DPS that either hinges very strongly on utilizing the set's main buff/debuff (i.e. furious), or otherwise has an advantage that enables this interaction. It's either a charge or a maintain.
    6. Powerful/large AoE ability that applies defense debuff to several enemies at once. Not always present.
    7. Highest-tier DPS AoE that just slams out damage like nuts. Potentially even more damage if the above isn't included.
    8. Toggle made to work with a strange stat that will stack specifically when utilizing the unique buff the set incorporates into its setup.
    9. Energy Unlock that is similar and always only will return energy over time within a 3 second window.
    Things to have if you're a Melee DPS powerset:
    1. Combo attack that applies your set's defense debuff, and is usually a powerful AoE. Has advantages that plop on even more debuffs.
    2. Click-stun attack with no cooldown and crappy damage output, always has a trauma advantage.
    3. Esoteric low-tier melee AoEs that apply some other buff/debuff, and otherwise have advantages that synergize with other sets.
    4. A pseudo-ranged attack that's classified as melee and provides crazy good benefits to melee tanks for aggro stuff, including pulls, cones, and spheres. On spheres, usually they also get Restoration.
    5. Lunge that does nothing but close distance, snare, and then either stun, root, or knock down the target with low damage.
    6. Tier-3 single-target attack that strongly utilizes the buffs/debuffs from the other powers in the set, is guaranteed to be a charge attack.
    7. Gimmick/alternative melee spike attack that usually just exists to refresh or exploit a specific debuff instead of actually be properly ruptured or used to generate more damage, i.e. Eviscerate.
    8. Toggle made to work with a strange stat that will stack specifically when utilizing the unique buff the set incorporates into its setup.
    9. Energy Unlock that is similar and always only will return energy over time within a 3 second window.
    Do others feel this way? Is this a good thing or no? Like, does the dev team follow this template way too closely, or do you think it has enough wiggle room to keep other powersets feeling unique in gameplay versus other playstyles?

    ====================================================================


    While the rebalance is one thing to consider? I have also noticed that a lot of the missions in dealing with NPC mobs at times seem to be OP as well. And keep in mind these aren't the NPCs that are higher in level than you. But the other way around.

    I found these especially in "Lets Stop A Riot" and also the Canadian Wilderness mission where you have to save a clone from Hunter Patroits or it might be VIPER. The thing is there should be a good balance in game mechanics and if PWE is going to be lazy about their game balancing? Then they need to let some other company take over and have them do the job right!

    Again, PWE=Im Perfectworld Entertainment managed by CEO Robert Hong Xiao. All about money and less about service.

  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    Yes, I believe the remade powersets are samey, but they're good guidelines for balanced gameplay.

    Most builds end up with a spare power point or two and I would gladly hand these over if someone would invent a power that just made stuff work nicely together with being so darn fiddly.

    You can make stuff work without being fiddly, in any power set. You just won't achieve max performance.
  • theravenforcetheravenforce Posts: 7,140 Arc User
    Interesting to note, that taking into consideration all the respondents...64% of respondents to this poll and discussion appear to not like the 'standardized' way that power sets are going...
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    Yes, I believe the remade powersets are samey, but they're good guidelines for balanced gameplay.

    Interesting to note, that taking into consideration all the respondents...64% of respondents to this poll and discussion appear to not like the 'standardized' way that power sets are going...

    I don't like it, but it's a problem that lacks particularly good solutions.
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