I heard that the power replacers were removed because people prfered gear with higher stats over gear with funny side effects. But not everyone did!
Many players around here miss the ability to customize their power FX and damage types - and I'm sure many of those would even pay for it. I'm not suggesting a Power Replacer Lockbox though, since Lockboxes are obviously reserved for the game's current main gimmick. A Legacy Kit seemed the next best thing, as sad as I find that.
Basically, it should work just like the Legacy Device Kit, except that it includes Power Replacer gear.
Alternatively, they could also be sold in "Legacy Power Replacer Grab Bags".
Yes, I know that PW makes more money from Cosmic Key sales (a Legacy Device Kit costs basically 3000 Zen), but Grab Bags were more attractive for customers. In order to get Drifter's Kits, one has to open Lockboxes, which is not an attractive offer if the potential customer is not interested in the Lockboxes' contents.
To solve the issue with Power Replacer gear not having high stats:
* Make them scale with the character's level.
* Turn them from Primary Offense into Secondary Offense gear, which has lower stats and no mod slots anyway.
And here, a few suggestions to make it even more practical and attractive for players - even though that hasn't had high priority in a long time. But a nice move towards the player base won't hurt anymone:
* Instead of only Secondary Offense, there could also be variations for Secondary Defense and Utility. This would allow players to modify more than one power type to their liking. And, since it would take up to three instead of one Power Replacer to get the maximum customization, this would animate players to buy more of them, in order to get their perfect set together.
* The new Power Replacers should have a 100% chance to apply their burst buff instead of only 10% or something. That was another offturner about the old Power Replacers, and changing it would be another way to make the new ones more attractive for customers.
* Add Secondary Gear with practical, non-burst effects, like Coruscating Might, Health on Kill and Scanner to the mix.
* Weapon Power Replacers should only replace the FX, sound and damage type, but not change the weapon model. Also, the new Power Replacers don't need to unlock weapon models. Those could be sold seperately, for player who want only the costume pieces and not the special effects, or want to customize them both seperately.
They removed them because they were absolutely useless AND the took up valuable space.
How come then that they are so highly sought after, even those that don't unlock anything? The option to customize the FX and damage type of certain powers to better suit your char was a great idea, even if the gear itself was impractical.
Power Replacers should have been improved, not removed.
The ones that were for blades, archery (before we were all given the unlocks) and the claws, without the unlocks were not the ones that were sought after. Those were complete junk. Sure they changed the damage type, but the damage was so low and the proc chance was so small, they were useless and a waste of space.
The ones that were highly sought after where the munitions PRI's, which actually functioned differently than the other ones. They didn't function off procs and actually replaced the damage type and were effective. In addition, some didn't actually unlock weapons in the tailor, but had different weapn geos.
They were scraped because the devs couldn't take the time to actually fix them to fit with the current model of upgrades. A lot of people wanted an extra slot for them, which is fine. But I think now, people just want the actual unlocks.
I've had similar thoughts to the OP, for two reasons: first, the old-style Power Replace Upgrades were the source of virtually all of the weapon costume unlocks; without them, things like the Flintlock weapon skin are no longer acquirable in the game. Second, Power Replacers weren't useless in an absolute sense; they just weren't useful enough to compete with gear that focused exclusively on stat boosts.
The way I'd bring back the Legacy Power Replacers would be to take a page from the Legacy Device Kit: things like the Elder Worm Humidity Dome used to be Upgrades that often weren't worthwhile because they were in competition with straight stat-bonus gear and generally only were available at one level (i.e., the level of the mission that would reward them). The Legacy Device Kit changed this so that they now count as Devices and scale with the character's level. Do precisely the same thing for the Power Replacers.
Something must be done to return the costume unlocks to the game and being able to customise power effects without sacrificing stats would be ideal. Turnign them to secondaries seems like a good trade-off to me.
___________________________________
While she has been rescued
what diabolical mastermind
was behind the devious brain-napping of
the Volterrific Dr Cerebellum?
I heard that the power replacers were removed because people prfered gear with higher stats over gear with funny side effects. But not everyone did!
Many players around here miss the ability to customize their power FX and damage types - and I'm sure many of those would even pay for it. I'm not suggesting a Power Replacer Lockbox though, since Lockboxes are obviously reserved for the game's current main gimmick. A Legacy Kit seemed the next best thing, as sad as I find that.
Basically, it should work just like the Legacy Device Kit, except that it includes Power Replacer gear.
Alternatively, they could also be sold in "Legacy Power Replacer Grab Bags".
Yes, I know that PW makes more money from Cosmic Key sales (a Legacy Device Kit costs basically 3000 Zen), but Grab Bags were more attractive for customers. In order to get Drifter's Kits, one has to open Lockboxes, which is not an attractive offer if the potential customer is not interested in the Lockboxes' contents.
To solve the issue with Power Replacer gear not having high stats:
* Make them scale with the character's level.
* Turn them from Primary Offense into Secondary Offense gear, which has lower stats and no mod slots anyway.
And here, a few suggestions to make it even more practical and attractive for players - even though that hasn't had high priority in a long time. But a nice move towards the player base won't hurt anymone:
* Instead of only Secondary Offense, there could also be variations for Secondary Defense and Utility. This would allow players to modify more than one power type to their liking. And, since it would take up to three instead of one Power Replacer to get the maximum customization, this would animate players to buy more of them, in order to get their perfect set together.
* The new Power Replacers should have a 100% chance to apply their burst buff instead of only 10% or something. That was another offturner about the old Power Replacers, and changing it would be another way to make the new ones more attractive for customers.
* Add Secondary Gear with practical, non-burst effects, like Coruscating Might, Health on Kill and Scanner to the mix.
* Weapon Power Replacers should only replace the FX, sound and damage type, but not change the weapon model. Also, the new Power Replacers don't need to unlock weapon models. Those could be sold seperately, for player who want only the costume pieces and not the special effects, or want to customize them both seperately.
Or just, you know, let us change our powers in the tailor. So, for example, a munitions person could have slug weapons or Pulson-style energy weapons.
Or just, you know, let us change our powers in the tailor. So, for example, a munitions person could have slug weapons or Pulson-style energy weapons.
CoH did that, but it's not possible in CO. Weapon models are costume pieces. Auras can be costume pieces. Projectiles and "speed lines" are an entirely different thing.
Power Replacers are an existing feature and could be modified to allow a high level of customization. That would be easier than connecting powers to the tailor.
Comments
@Lohr
How come then that they are so highly sought after, even those that don't unlock anything? The option to customize the FX and damage type of certain powers to better suit your char was a great idea, even if the gear itself was impractical.
Power Replacers should have been improved, not removed.
The ones that were for blades, archery (before we were all given the unlocks) and the claws, without the unlocks were not the ones that were sought after. Those were complete junk. Sure they changed the damage type, but the damage was so low and the proc chance was so small, they were useless and a waste of space.
The ones that were highly sought after where the munitions PRI's, which actually functioned differently than the other ones. They didn't function off procs and actually replaced the damage type and were effective. In addition, some didn't actually unlock weapons in the tailor, but had different weapn geos.
They were scraped because the devs couldn't take the time to actually fix them to fit with the current model of upgrades. A lot of people wanted an extra slot for them, which is fine. But I think now, people just want the actual unlocks.
@Lohr
The way I'd bring back the Legacy Power Replacers would be to take a page from the Legacy Device Kit: things like the Elder Worm Humidity Dome used to be Upgrades that often weren't worthwhile because they were in competition with straight stat-bonus gear and generally only were available at one level (i.e., the level of the mission that would reward them). The Legacy Device Kit changed this so that they now count as Devices and scale with the character's level. Do precisely the same thing for the Power Replacers.
Something must be done to return the costume unlocks to the game and being able to customise power effects without sacrificing stats would be ideal. Turnign them to secondaries seems like a good trade-off to me.
While she has been rescued
what diabolical mastermind
was behind the devious brain-napping of
the Volterrific Dr Cerebellum?
Or just, you know, let us change our powers in the tailor. So, for example, a munitions person could have slug weapons or Pulson-style energy weapons.
They could have kept them in a vendor in their old form so people can spend resources to equip and toss them when done.
Someone could have easily found the unlock files and attach them to costume unlocks like the recog stores.
But they couldn't be bothered to give anything in On Alert a proper rarity rating so what does it matter?
CoH did that, but it's not possible in CO. Weapon models are costume pieces. Auras can be costume pieces. Projectiles and "speed lines" are an entirely different thing.
Power Replacers are an existing feature and could be modified to allow a high level of customization. That would be easier than connecting powers to the tailor.