The League 13The newest insanity I came up with, League 13 this is the funky name for a new variant to play our beloved game City of Heroes/Villains. It's sort of a mod, so to speak, and focuses on the good, plain and calm way of playing the game at a low level, namely level 13.
The rules:- You stay level 13 by turning off gaining XP when you hit level 13.
Why?
Well because it is fun. Not that hectic 10-attacks 20-toggles 30-temp powers buff spamming supersped madness, but the good old plain low level fun forever. Because I love that low level gaming. I recently did a sewer team and realized I didnt even mind only using my level3 powers all the time until we had leveled up to ten (but not seen the trainer). And I think it can be very interesting, partly because even two characters that have the same powersets can be very distinct because you can NOT have all the at least mildly useful powers of your sets anyway, but have to decide on which to take and which not.
May that get totally boring? Perhaps. But I'd like to try it.
Why 13?
Of course you got to have SOME powers, or there is no character to build at all. At 12 you have 6 powers to choose in addition to your starting two (and the ones everyone gets that you may be QUITE happy about at such a low level still!), which is enough to allow a decent combat usefulness and add a slight personal note to it. So its >= 12. That also means you can slot level 15 Enhancements. You also need a few slots so you can have like 4 in your attack powers and still have one or two spare, so we add 13 to get 2 more slots. At 13 you also dont have to worry about travel powers. If it was 14, you could have a travel power, but for that you'd have to take the prerequisite power too, in which case you have one totally free power choices less than at 13. I'd rather forbid travel powers then, as if some have them, all have to have them, or those that have them are fast and annoyed and those that dont are slow and angry that they are not fast. And since we then have a new power you'll want slots for and the cool bonus effects that low levels get so that they dont die immediately and can hit something at all slowly wear off, It'd rather be 15, so you can have 2 more slots too. Yet at 15 you cant get enhancements that are 3 levels above you unless you find a level 16, 17 or 18, which you cant buy normally. And the low level bonus wears off even more. The next level where you get level+3 enhancements easily again would be 17, and by then all the low level cuteness is gone and everyone is already in really bad need of Stamina without the ability to get it.
So its 13.
For now. Until someone finds something better or 13 is total crap.
13 is cute and low level and can have 15+ enhancements for full low-level-buffed effect.
  The rules:   - You stay level 13 by turning off gaining XP when you hit level 13.
  The requests:   - Get as many contacts as you can. Turn off XP when you threaten to outlevel a character before he introduces you to a new one.   - Get the Raptor Pack from the first bank mission. Keep in mind you wont have proper travel powers.
  The recommendations:   - Get the tutorial zone badge from the start if you want it, as accessing Orouboros will be very hard or even impossible.   - Turn off XP at level 9 until your contacts are out of missions / gave you all new contacts.   - Try to have contacts at convenient locations for buying inspirations or selling stuff to.   - Run a bank mission to get another contact if you want to have a certain one.   - Try to decide from the start which powers and slots you want and which you'd rather leave out.   - You might want to use a hero builder (like Mids' Hero Designer) to plan your character.   |
So whoever wants to try it, plan and build yourself an appropriate level 13 character, on Triumph on hero side for now I assume, and we'll see what fun it will be. Maybe this Saturday (=Crackton day) already.