My
altaholicism has run its course. I spent most of the day wracking my brain on a character concept that goes something like, "regeneration, and..." tried out just about every single option in the game, and found nothing would particularly satisfy.
So I'm done. I'm burned out. I'm not quitting - I do have a 6 month subscription, after all - but I probably won't play for a bit. But I'm not here to whine. I'm hoping they'll turn things around. So lets talk feedback.
I think that the main trouble is that, despite all the different power combinations, there's not that many different effective ways to play this game.
- Moving - Move. Line up those cones, or cylinders, or whatever you've got. Remember to shut down all those beacons.
- Range (Fire/Ice/Energy/Force/Munitions/Archery/Telepathy/Celestial/Darkness) - You all have a flavor of damage you do, along with a nice mixture of charge or maintained damage, and a fairly inconsequential extra mechanic (e.g. Fire gaining energy via Thermal Reverberation).
- Melee (Claws, Dual Blade, Single Blade, Hand-To-Hand, Might) - Read what I said about range, now tack on that you have to get closer to your target - which is really annoying because targets only need to walk away from you to prevent you from doing damage - but you might have a slightly better energy:damage conversion ratio (that is so small that I might just be imagining it).
- Hybrids (Gadgeteering, Telekinesis, Power Armor, Supernatural) - Though possessing attacks that work at range or close up, chances are you'll just choose one or another and stick with it because it's not like that attack is going to be recharging.
- Stationary (Sorcery) - Put down that Circle of Primal Dominion, and now you can actually use your passive slot for something else. Now you're completely stationary. It can be troublesome but, more importantly, you've found a significantly different way to play.
Generally speaking, sticking to a single template is not viable. Given a lack of recharge on most attacks, they're all loaded down with way more attacks than we need, because you only really need one good single target and AOE attack. (If you run across an attack that does have a recharge, in nearly all cases it won't do significantly more damage to justify it anyway.) Besides, you usually
can't stick to only one template because you'll run out of powers to take before you hit 40. There's no real advantage to doing so anyway - any power that says it scales with an attribute generally won't scale
enough for it to mater.
So, if you're a power gamer, every one of your templates (except sorcery) should end up looking something like:
Level 1: Mandatory Power Builder: Not just a good idea: the law.
Level 1: Your Easy-To-Use Single Target Attack
Level 5: Mandatory Block Power: Because you'll not live long trying to stop bullets with your forearm.
Level 5: Teleport - E.G. Get Out Of Battle Free Card
Level 8: Defensive Passive - Assuming You Like Living
Level 11: Active Defense - Again, Assuming You Like Living
Level 14: Active Damage Booster - Because Bonus Damage Is Good
Level 17: Really Effective AOE Attack - It probably won't be a tier 3.
Level 20: Really Effective Single Target Attack - Assuming your first single target attack isn't getting the job done for you.
Level 29: Gadgeteering Damage Additive - Sonic Device/Toxic Nanites - Because lots of bonus damage = win.
Level 26: Orbital Cannon - Anvil of dawn advantaged, of course
Level 29: Mindful Reinforcement / Other Heals - Instant energy to hitpoint conversion is a good idea, not to mention it makes escorting easier to do.
Level 32: Munitions Bots - Their AI isn't great, but hey, you've got everything else you could use
Level 35: Field Drones - Their AI is much worse than Munitions Bots, but they do provide free healing to the NPCs
Level 35: Flight - For the parts of the game where flight may prove mandatory.
Level 38: Nanobot Swarm - Recharge it all faster
Taken in any order you like. There's certain powers a good build probably won't include. They won't include crowd control because, generally speaking, crowd control is balanced to be very, very weak to the point where it's less significant mitigation than mere knockdown. Neither will you need to take a resurrection power, since death is largely inconsequential. Even a self-rez might not be necessary, although that damage buff is nice. Of course, the biggest category is all powers which are underpowered in comparison to an available alternative (which could be any other power in the game).
(Of course, this is a PvE build. If you're a PvP player, your options are even more limited, but suffice to say you will be taking a block remover and a travel power remover if you plan to make any progress. You'll also take certain overpowered and soon-to-be-nerfed/fixed powers if you expect to win consistently.)
So, at the end of the day, I'm still burned out, and it's largely because there's no way out. I'm not sure what the developers can do about it. Maybe nothing. Back in the old days of EverQuest, it eventually came down to the line where Brad McQuaid flat out said that burnout is inevitable, after all. However, I can't help but think maybe the balance doesn't encourage diversity at all, too many powers are nerfed to an ineffectual point (most of the attack passives and all of the support passives, for example) and the stats don't really matter enough in overall power balance to justify doing much else but generalize.
P.S. Of course, I largely played solo - it'd be nice if I actually had teams more often. (FYI, thanks to the way Windows Vista handles permissions, my XFire profile reflects less than half of the time I actually spent in the game - so, hey, I guess I got some fairly good mileage out.)