I had a thought about these. Maybe we don't need to change them, maybe energy mechanics are just uninteresting after you get that nice unlock.
Here's what I think might be worth pursuing to make energy building, END, and REC an interesting thing to invest in.
Let's imagine gameplay mechanics like these:
You approach your maximum energy level. as you are near or at your maximum energy, abilities used at these high energy levels activate and charge faster depending on your maximum energy value (which is influenced by things such as END) and how near you were to your maximum energy level(from 50% there to 100% for instance)
If you make your energy pool larger, this translates to a better bonus when you fill up or are near that maximum level. This thematically translates to you being at your peak.
Your equilibrium (influenced by REC, role, and some abilities) doesn't really see change, and becomes more important now because it brings you closer to this zone.
Theoretically, a character may choose to invest in REC and END superstats under such mechanics, and build around firing hastened abilities.
Others may invest in smaller amounts, or influence their max energy using other means, and reap the rewards of such mechanics, albeit at less frequency.
Hmm yes but, I'd advocate END to give an innate bonus shielding to ALL shielding powers and defense. It would not only fit it's name but give it a purpose.
Perhaps in a similar fashion to PRE's innate healing bonus.
But yes giving END and REC usefulness is a good idea.
When I think about the word Endurance, it means powering through things against the odds and taking a beating or two and continuing onwards and holding to your defense. To me, thats what shields are for to provide some defense. You say that consitiution is based on the resistance of your body. Fine, I agree with that but I am talking about shielding, which usually doesnt fall under consistution, at all. Shields and force fields etc are more projectionist powers and typically require (in comics) a fair amount of concentration and endurance to maintain or to make them powerful. That is my reasoning.
My reasoning may be viewed as RP centric, but it does help improve one AT which struggles the most I think. (Impulse AT).
Impulse AT has access to a very good shielding power, Protection Field, but since it for some odd reason scales with a non superstat to be remotely effective, namely Presence. It's about as useful and effective as Containment Field >_>. At rank 3 I get 1.882hp shielding from it, which is all well and good IF:
1. Recovery granting a boost to self-healing effects and powers.
I'm thinking Recovery could get an additional feature of increasing self-healing bonus effects. It would work like Presence but only for self-healing. This would make Recovery a defensive stat as well.
Recovery would increase self-healing powers like Regeneration, Bountiful Chi Resurgence, Enrage (Endorphin Rush), Conviction, regenerating specializations or any other healing power (Psionic Healing, Emphatic Healing, Rebuke etc.) as long as it's used on yourself.
The Strength regeneration specialization will be changed from Recovery to scaling with super-stats, Recovery will act as a bonus boost to regeneration to it.
2. Recovery granting innate regeneration
So the other idea is Recovery actually giving innate regeneration.
3. Recovery could reduce the chance for negative effects to be put on you.
This could act as a stat for PvP in which you have a chance to not be effected by Skarn's Bane, healing debuffs, damage penetration, bleeds, poisons etc.
If we are talking about the thematic uses of the titles of the stats .. They should be something like this ...
Strength = Physical brute strength the ability to physically push,pick up,crush,throw,grapple objects in the world.
Dexterity = General quickness and hand eye co-ordination .. Reaction times to danger (dodge rating) and slight of hand (the ability to avoid detection)
Constitution = General Health (withstanding natural illness and poisons ect) and Physical Toughness (high pain thresholds) Health bar rating.
Intelligence = Mental reasoning and learning (the ability to quickly understand complex information and to memorise lore) this should effect specialisation points slightly .. As well as lowering power use costs)
Ego = Personal Belief .. Single minded determination to withstand mental attacks (supernatural or mental controls ... holds etc) . Also emotional desire to act with increased drama (increases the potential blast damage of attacks .. But should lead to exhaustion measured against constitution and endurance.
Presence (Think "Willpower" sounds better) = Mental control (heightened mental powers as a result of advanced mental training) learned techniques that enhance Control,Healing,Commanding (pet control) abilities.
Recovery = Personal fortune that acts to quicken recovery from natural debuff's and holds also to increase the recovering of equilibrium after using powers.
Endurance = Personal Grit that allows for the mitigation of powers that have already hurt you - see constitution. And the ability to withstand (prevent) the exhaustion by the constant use of highly charged powers (full charge or spamming alpha blast attacks)
Hurt = a pain rating that could act like a personal debuff/hold if the rating is too high. Timed on cool down (this would be affected by defeats)
Impulse AT has access to a very good shielding power, Protection Field, but since it for some odd reason scales with a non superstat to be remotely effective, namely Presence.
That's because the game started as 100% Freeform before it went F2P and for some reason PRE was decided upon to be the heal and shield strength stat.
It would be nice if Protection Field scaled on either PRE or END whichever is your higher stat. That would make a lot of sense actually (and not mess up current builds).
That's because the game started as 100% Freeform before it went F2P and for some reason PRE was decided upon to be the heal and shield strength stat.
It would be nice if Protection Field scaled on either PRE or END whichever is your higher stat. That would make a lot of sense actually (and not mess up current builds).
Oh I know what happened, it's just that it seems silly to make an out of set Super Stat (was never even suggested for Force) to be tied to one in set power.
I can understand PRE on heal/shields, I really can as it is the healing stat.
But to make Proc field, or just shields in general to scale on PRE or END whichever was higher would be a great improvement.
Comments
Perhaps in a similar fashion to PRE's innate healing bonus.
But yes giving END and REC usefulness is a good idea.
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My reasoning may be viewed as RP centric, but it does help improve one AT which struggles the most I think. (Impulse AT).
Impulse AT has access to a very good shielding power, Protection Field, but since it for some odd reason scales with a non superstat to be remotely effective, namely Presence. It's about as useful and effective as Containment Field >_>. At rank 3 I get 1.882hp shielding from it, which is all well and good IF:
1) I was battling lower level opponents
2) If it stacked over PFF instead of under it.
My Characters on PRIMUS
[#]WeNeedHeroicFashion - <Aura Suggestions> - <CO Wiki (WIP)> - <Crowd Control Discussion> - <Telepathy in Champions Online> - How to review The Force Power Set - Join the Champions Online: On Alert Discord!
I am @RavenForce in game
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[SIGPIC][/SIGPIC]
I'm thinking Recovery could get an additional feature of increasing self-healing bonus effects. It would work like Presence but only for self-healing. This would make Recovery a defensive stat as well.
Recovery would increase self-healing powers like Regeneration, Bountiful Chi Resurgence, Enrage (Endorphin Rush), Conviction, regenerating specializations or any other healing power (Psionic Healing, Emphatic Healing, Rebuke etc.) as long as it's used on yourself.
The Strength regeneration specialization will be changed from Recovery to scaling with super-stats, Recovery will act as a bonus boost to regeneration to it.
2. Recovery granting innate regeneration
So the other idea is Recovery actually giving innate regeneration.
3. Recovery could reduce the chance for negative effects to be put on you.
This could act as a stat for PvP in which you have a chance to not be effected by Skarn's Bane, healing debuffs, damage penetration, bleeds, poisons etc.
Grappling/Wrestling Power Set Suggestion 2012-2013
How a Wrestling Power Set Can Work
Strength = Physical brute strength the ability to physically push,pick up,crush,throw,grapple objects in the world.
Dexterity = General quickness and hand eye co-ordination .. Reaction times to danger (dodge rating) and slight of hand (the ability to avoid detection)
Constitution = General Health (withstanding natural illness and poisons ect) and Physical Toughness (high pain thresholds) Health bar rating.
Intelligence = Mental reasoning and learning (the ability to quickly understand complex information and to memorise lore) this should effect specialisation points slightly .. As well as lowering power use costs)
Ego = Personal Belief .. Single minded determination to withstand mental attacks (supernatural or mental controls ... holds etc) . Also emotional desire to act with increased drama (increases the potential blast damage of attacks .. But should lead to exhaustion measured against constitution and endurance.
Presence (Think "Willpower" sounds better) = Mental control (heightened mental powers as a result of advanced mental training) learned techniques that enhance Control,Healing,Commanding (pet control) abilities.
Recovery = Personal fortune that acts to quicken recovery from natural debuff's and holds also to increase the recovering of equilibrium after using powers.
Endurance = Personal Grit that allows for the mitigation of powers that have already hurt you - see constitution. And the ability to withstand (prevent) the exhaustion by the constant use of highly charged powers (full charge or spamming alpha blast attacks)
Hurt = a pain rating that could act like a personal debuff/hold if the rating is too high. Timed on cool down (this would be affected by defeats)
My tuppence
NimbusDQ
That's because the game started as 100% Freeform before it went F2P and for some reason PRE was decided upon to be the heal and shield strength stat.
It would be nice if Protection Field scaled on either PRE or END whichever is your higher stat. That would make a lot of sense actually (and not mess up current builds).
Consolidate the currencies! (Please!)
Does your Champion have a theme song? (share it!)
Got a funny in-game screenshot? (share it!)
Please fix the Overdrive energy unlock! (Should help promote thematic build diversity!)
Oh I know what happened, it's just that it seems silly to make an out of set Super Stat (was never even suggested for Force) to be tied to one in set power.
I can understand PRE on heal/shields, I really can as it is the healing stat.
But to make Proc field, or just shields in general to scale on PRE or END whichever was higher would be a great improvement.
My Characters on PRIMUS
[#]WeNeedHeroicFashion - <Aura Suggestions> - <CO Wiki (WIP)> - <Crowd Control Discussion> - <Telepathy in Champions Online> - How to review The Force Power Set - Join the Champions Online: On Alert Discord!
I am @RavenForce in game
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