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Quote:Yes, forestalling the truly epic stuff for much, much later (maybe 12-18 months out?) runs the risk of losing most of the potential player base who has just given up waiting for things to "get interesting". Only time will tell if this was a huge miscalculation on Paragon's part, or if it will all work out in the end.Alas, by the time they get to those kind of encounters, they could well have burnt through every last bit of goodwill I have left to give the game. The Dark Astoria revamp is really their last chance to retain my interest in anything Incarnate and potentially anything worth my subscription.
Are the iTrials unavailable to villains completely (I wouldn't know since I don't ever play redside)? The Prometheus infodump states outright that the Coming Storm is something heroes and villains will have to join together to fight against. The war for survival against The Battalion is not winnable if traditional moral/battle lines remain drawn between humanity's superpowered elite. This suggests a full-on cooperative aspect to the Incarnate trials to come, making the distinction between Hero and Villain ultimately irrelevant. -
It is interesting to me how different trials are hated by different people. Some folks hate Keyes but tolerate Lambda. I kinda hate Lambda and don't mind Keyes. Mostly it comes down to the acids and grenades and how much the sabotage phase relies on people (a) knowing where the chambers/crates are, and (b) attacking said chambers/crates in enough numbers to avoid continuous trips to the hospital, and then how despite having all 10 acids and all 10 grenades, we still can't manage to blow all ten reinforcement doors or keep Marauder pacified in the final fight. There is clearly so vast a disconnect between the sabotage phase and the final fight (where the temps acquired actually get used) that I dread the prospect of going on a Lamda run every time it comes up. Keyes, on the other hand, is a cakewalk in comparison, at least in my experience on Virtue.
It feels like we're going around and around on this subject, trying to figure out who is dropping the ball: the devs, league leaders, or inept newbies. Clearly it is a combination of all three, but not in equal proportions IMO. I think inept newbies are the least of the problems and the easiest to solve. But the solution requires a strong, well-populated leader community willing and able to teach the newbies properly and with patience. Not always an easy thing to do for trials with intense time pressures. The devs could help us a lot by designing these trials so that they are easily learnable, reducing the need for heavy doses of instruction from leaders and vets.
Ultimately I think we all need to do our part, newbies, veterans, and devs alike. -
Quote:I get the impression, from reading page after page of Prometheus' infodump text in Orobouros that the Incarnate trials that we've been given so far still only constitute Act One of the overall epic storyline. Act Two is another showdown with the Hamidon, and Act Three is the "Coming Storm" we've heard so much about for so long: the war against The Battalion.Very much this. The trials were not used to deliver us the cosmic level threats worthy of demigods that we were promised. They've ended up simply as an excuse for the devs to put on their 'sadistic DM' hat and throw cheating mechanic after cheating mechanic at us while dressing them up as the same old, same old.
The trials are the worst way to do that in the first place. Nothing makes someone feel less super and godlike than being one of a hundred cogs in a machine that divides and shares any victory a hundred times. You will never face down Tyrant and get your 'Crane Kick' moment. Instead it'll be you and a bunch of strangers who gang bang him while running from colored patches.
If this impression is right, then the trials in which we will feel like, and be expected to fight like truly godlike beings comes in Act Three. Everything else is just prologue, in a sense. This isn't meant to excuse the lackluster feel of the current trials as much as put it in perspective and perhaps help orient expectations. This is very long-form storytelling, and it may turn out that the only real mistake Paragon has made is in not making it clear enough that our 50+3's are really still in their "Incarnate infancy" and that there is still a whole lot more to come.
Citizens with rocks is still full of fail though... -
Quote:Ah, I didn't realize that all level 50 minions have exactly the same number of hit points. I guess what differentiates them are their various defenses/resistances. In any event, while calling it a "cheat" is perhaps too strong a characterization, the fact that the damage output of tier 4 Judgement is that close to 430.8 while still being less strongly suggests a deliberate decision on the part of the devs to not allow Judgement to one-shot a level 50 minion without extra help from somewhere (a DoT element, Musculature, a teammate, etc.).Level 50 minions have 430.8 hp, and most Judgements hit for 428.36, so without Musculature they will indeed survive the initial hit (although even one tick of a DoT interface should at that point defeat them). There's no cheating going on.
Does Judgement benefit from buffs like Siphon Power or Fulcrum Shift? -
Quote:I have to be honest and confess that this particular behavior puzzles me as well. In almost every Lambda I go on, I make a point of asking everyone to check their power trays and their temp power lists to make sure they have their acids and grenades slotted and ready to go. I have yet to get a full 10 count back from the league. I have absolutely no idea why this happens every single time.No. Last night, despite 20/20 Lambda sabotage objectives being accomplished, 5 doors weren't shut, despite many players asking players to look at their temp power lists for the acids. A basic play mechanic (looking through temp powers) shouldn't be the cause of a Lambda failure last night, 9 months after the trial has been introduced.
Quote:I explain trial mechanics, before, during, and after trials to help players get up to speed with them. Yet still they fail because people don't want to listen. I'm willing to take my own play time and explain game mechanics to players. Are you?
I rarely get any sort of indication that what I am explaining is being read, much less understood, but it is all I can do to help matters without taking charge as a league leader. I suspect that if I did so, I would lose most veteran players who wouldn't have the patience to sit through a pre-trial briefing every time, just for the benefit of the newbies.
I see a response about half the time. But I understand your position. You can lead a horse to water but you can't make them drink. I get that. But does that mean we should just stop trying to lead them to water anymore? -
Quote:I suspect the tourist-to-soldier ratio is pretty high. And with that comes a widening in the gap between the haves and the have-nots. Since higher success rates come to those leagues that can implement coordinated small unit action, those players with less of a need to be the staunch individualist will ascend the Incarnate ladder fastest, leaving behind those who can't or don't want to conform. The soldiers become stronger, and the tourists remain weaker, making subsequent trials less attractive and less accessible to them. By the time we get to the Omega slot, I wouldn't be surprised to find nothing but seasoned soldiers still running the trials (and I fully expect most casual players to give up on the solo Incarnate stuff long before reaching the Omega slot simply due to the slow rate of progress).Oh, I completely get that and no offense taken. I have friends who have played many other MMOs (CoH is the only one I've tried), so I've heard tales. I can't help but wonder what our tourist-to-soldier ratio is though.
When I was younger, I used to wonder how I would fare in the military since I have never had the greatest love for authority figures. But as I've grown older, I have found that constantly rowing against the rapids and disregarding the path of least resistance just isn't worth it anymore. I'm content to jump on a trial, follow orders (such as they are), and take my rewards thankyouverymuch. Being a lone-wolf iconoclast is just too exhausting. -
Quote:Isn't most of this ineptness simply due to a lack of knowledge/understanding of what to do, and why, in a given trial? Newcomers to the trials can't really be faulted for not knowing what sequestering is or how to deal with it properly. Same for any other trial gimmick you care to name. Sure, the first layer of blame can be laid at the feet of the devs for constructing trials like this in the first place. But beyond that, I think it is incumbent upon the player community itself to teach/inform each wave of new players so that they aren't stuck in a position of unwittingly jeopardizing every trial they participate in.Basically, my tolerance (and my fun) of a trial goes down with the increased number of ways a trial can fail due to player ineptness. The later trials introduce more ways for that to ruin my enjoyment.
There will always be a small group of motivated, tenacious individuals willing and eager to be the first to work out solutions for new trials, and they will always be vastly outnumbered by those who want to contribute to a win, but don't have the time or desire to be one of the pioneers. Those masses of players, such as they are, are reliant on the trail blazers to teach them the ropes of each new trial. If, after a new trial has been out for a couple of weeks, new players are still contributing less than they could due to lack of understanding, who is to blame except the veterans who have neither the skills or inclination to instruct?
Ultimately I think the blame is shared between the experienced players who don't make much, if any, effort to explain what to do (and, more importantly, why) to the beginners (hell, they rarely even bother to find out who is a beginner before each trial), and the devs who have put players in this position in the first place. Unless there is a very strong reason to expect future trials to be radically different in design and approach, I feel the only course left to those of us who still want to experience the Incarnate system is to roll up our sleeves and do a better job of tutoring newbies (and there is almost always at least one, as demonstrated by the fact that the opening cut scenes in BAF and Keyes rarely go unplayed, at least in my experience). -
Hmm. These may show up under /cmdlist, but I'm not sure they are implemented. When I try to execute:
/incarnate_equip Judgement Pyronic Final Radial Judgement
I get "Unknown command: incarnate_equip" in my chat window. -
Thanks guys! Can't wait to try these.
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Quote:I currently have Spiritual slotted, which helps in neither case. I have a tier 4 Musculature (Radial) available, but have yet to try it out. I didn't think Alpha boosts affected other Incarnate abilities. The paragonwiki states that the Alpha boosts only affect those powers that take the corresponding enhancement(s). Incarnate abilities are not enhanceable, so it follows they don't benefit from Alpha boosts. Is that not the case? Clearly, the recharge boost from Spiritual has no effect, but is that the only exception?They both do the same initial damage.
My advice is to use the Core if you have an Alpha that buffs damage. More damage being multiplied by a damage buff is solid synergy. The Radial path is superior for everything else because of the defense buff, particularly if you have a range boost from your Alpha slot which synergizes with the higher target cap potential.
I am going to slot Musculature and see how it affects Judgement, including Pyronic. Am I still going to see even level minions with a sliver of health left? I suspect I will... -
Quote:I totally get that. Sadly, the Incarnate content is not for you, then (I'm sure you've already come to that conclusion yourself; I swear I'm not trying to patronize you). In the trials, you are in effect a hero-soldier of Primal Earth. This is a war we are engaged in, not a whimsical tour through Praetorian Earth and all its wondrous sights. The very narrative of the content, along with the puzzle-oriented, get-it-right-or-you-die gimmicky nature of the mechanics demands a militaristic approach. History proves that such conflicts resolve best (i.e., produce the most wins) when there are knowledgeable leaders taking charge and qualified soldiers doing what they're told. But CoX iTrials are not exactly unique in this respect.And that sums up perfectly why there is a disconnect for me regarding interest the iTrials. I am not a school child, nor am I a soldier. I am just not interested in having to adhere to a strict set of rules - quite possibly dictated by someone half my age - in a video game.
I'd much rather play the part of tourist.
Most MMO "dungeon raid" content is not for the casual tourist either. For better or worse, the Incarnate trials are modeled after the end-game raids of other MMOs. With that comes an expectation that you'll learn how to adhere to a strict set of rules or you will fail the trials and get fewer rewards for your time. Moreover, you risk upsetting your leaguemates who may not share such a casual attitude.
This "l33t playaz squad" issue was my greatest fear when I went into it with my own desire for "casual play". I have found I have just enough of a stomach for the rigid structure of the trials to get one character deeply into multiple-tier-4 territory, but that's about it. I don't think I'll bother taking any of my alts through the experience. One time through is enough for me. -
Quote:Well, sure, from a company resources perspective it makes more sense to concentrate on the upcoming content, in the hopes it will add more happy to the equation, than to revamp existing content just to remove some of the unhappy. Tweaking a trial, as they did for Keyes, is one thing, but a complete rewrite is something else entirely. Personally, I don't think eliminating the citizens as a physical threat to characters would be deleterious to the trial experience, so they might as well change the rock throwing to a purely cosmetic/graphical representation of low popular opinion, and just eliminate the damage component. It's only a band-aid, to be sure, but it would be easy to implement and would at least insure that future Incarnates don't walk into the trial expecting to feel like, well, Incarnates of the Gods, and leave with the same WTF feeling we all have.The developers talked about this thread today in the coffee talk.
They've pretty much decided that making excuses for rocks killing demigods is easier than redesigning a trial, so anyone who doesn't like it is SOL.
Ultimately, though, if the devs show us that they've learned their lesson, so to speak, in the form of new trials that are better designed, then I don't mind writing TPN off as the oddball trial that we just laugh over and exploit for the threads and merits. -
Is the Core smashing damage lower than the Radial smashing damage to compensate for the fact that additional lethal damage will (likely) follow? Or is it the same in both versions?
One thing I find annoying about my tier 4 Pyronic Judgement is that there seems to be what I consider a "cheat" mechanism in place in which even-level minions are left with a sliver of health after my Pyronic attack, even if the 428+ damage would, if delivered by any other attack, defeat them instantly. It's like there is some sort of lame anti-one-shot code running, but just for Judgement attacks against minions of even level (or higher). Would the Lethal DoT help in finishing them off? -
Which version of Vorpal Judgement do you like best, and why?
I have both Radial and Core built up to tier 3 so I can try them out for myself to see which I like better before committing to one of them for tier 4. But I am interested in hearing from players who have experience with both and chose one over the other for a reason.
Core gives you a high chance lethal DoT, while Radial gives you 10 extra targets and a brief +30% DEF buff instead. My gut tells me I would prefer Radial, but maybe that DoT turns out to be far more impactful in actual practice than it seems just on the surface of it.
Thoughts and opinions? -
Keyes isn't the only trial with unintuitive mechanics that you won't find anywhere else in the game. Pretty much all of the trials are afflicted with gimmicks of one kind or another. The lack of truly useful in-game explanation is trial-wide, IMO, and the only working cure is the passing of knowledge from player to player. In effect, the Incarnate system has become dependent on the willingness and effectiveness of qualified league leaders.
The most organized and well-explained and coordinated trial run I've been on so far was a Master of Underground Trial led by a toon called Crux Enigma. From what I can tell, Crux has made doing these Master-of runs something of a second career. She (the toon is female, so please indulge that choice of personal pronoun, if you would) made it abundantly clear from the beginning, and throughout the trial itself as well, that not following orders would get you kicked from the league. This wasn't just a veteran with a schoolmarm complex, this was essentially a military commander laying down the law so that the trial succeeded and everyone got what they came for. It went amazingly smoothly, despite a moment here or there of heart-pounding uncertainty when the wrong thing almost happened once or twice.
Now imagine if every trial was run this way. Sure they would take a little longer (and for a UG run to take even longer due to lengthy and repeated explanations/instruction, you have to have players dedicated to the task), but I assure you that no noob would get left behind. And every noob would know how the trial works and what to do and why by the end of it; invaluable knowledge for all future runs. It is a shame that there is no organic incentive for existing leaders to cultivate the next generation of leaders; the whole process is simply left to each player to arrive at on his or her own through osmosis.
I know it is just human nature to form PUGs and run through the content like tourists, but I think that attitude does a disservice to newcomers and does little to institute a culture of discipline and informed action during the trials. There are a handful of really good leaders out there, but I wonder sometimes if the grind has gotten to most of them at this point and they just don't bother with it anymore. "Let someone else lead," seems to be the prevailing attitude, at least on Virtue, where the number of people LFT vastly outnumbers the people willing to form and lead them.
Despite the number of times I've done some of these trials, there are still things about each that I am learning, so I am not yet in a position where I feel I can shoulder the role of league leader without disappointing everyone. Plus, it simply isn't in my nature to lead; I think really good leaders want to lead, almost like it is a calling, and that just ain't me. Besides, leading a trial league is like herding cats, which is even less fun than it sounds (even for cat lovers). -
I think it is a Good Thing that so many players are willing to run BAF and Lambda so much these days because it gives newly minted Incarnates a chance to build up their slots like the rest of us +3's did. When I got started with the whole Incarnate system a month or so ago, I was a little frustrated by the prevalence of speed runs which do little but make most newbies turn away from the Incarnate system as being "not for them." The sad thing is that has little to do with the system itself and more to do with the been-there-done-that position of most veteran Incarnates. I am grateful for the handful of league leaders out there who make a point of leading these trials for newbies, explaining everything along the way, rather than just assuming everyone knows what to do (which is a dumb assumption given that most of the gimmicky mechanics are seen nowhere else in the game, so familiarity with them is unattainable before reaching the iTrials).
BAF and Lam are the easiest and quickest for the rewards they give. Keyes has perhaps the best balance of time-vs-reward of all the trials. UG has excellent rewards but takes a long time and is easily failed unless the league is totally on the ball. MoM is almost a waste of time, IMO, because its rewards are slightly below that of Keyes but is riddled with gimmick mechanics that I suspect annoy most players. It has gotten to the point where I see more notifications of "Nightmare farming for badge in MoM" runs than actual MoM trial runs.
I think the popularity of any given trial will always, ultimately, correspond to the perceived cost-vs-reward ratio (cost is usually measured in terms of playing time). Right now BAF, Lam, and even Keyes yield the highest ratios, and it shows in the number of trial runs you see. -
Are there any /commands for changing out which ability is currently slotted in an Incarnate slot? The equivalent to the "Slot Power" right-click command from the Incarnate Abilities window?
I want to create a popmenu macro that lets me change what is slotted, so that I don't have to open up the Incarnate Abilities window every time.
Thanks! -
Quote:I consider the Necromancy ghosts a special case since their HoT only applies to themselves, and was quite possibly implemented by very specific bits of code. The necessary changes to the engine required for proper HoTs were probably first deployed for the Lore pets. It was then only a matter of time for that code to be exploited for power sets like Time Manipulation. But even the Lore pet stuff is "new" when put in the context of the game's overall lifespan to date.A quick search revealed that HoTs have existed in the game prior to Time Manipulation. The first is in the [Phase Shift] that the ghosts summoned by a Necromancy Mastermind's Soul Extraction power can use.
The second is [Nano Repair], as used by the Clockwork Lore pets. IIRC it's also used by the praetorian clockwork that the lore pets are based on.
Both are implemented exactly as one would expect them to be, and the same way as the Time Manipulation heal. -
Quote:I have two thoughts regarding Silver Gale's rationale:Considering it's actually the stacking debuffs from the Seers (as I illustrated earlier) that're causing the harm, Silver Gale's explanation has a chilling effect to it. They're in you're head, they're making you feel worthless and doubt yourself. It's just a horrifying concept and something I can easily imagine.
- Trying to contrive an in-game explanation will always fail in the face of other competing, contradictory in-game concepts. Am I to accept that the Telepathist's powers of suggestion are so strong that they can get my powered armor toon to spend five minutes removing his Impervium Armor battlesuit? Or that said powers of suggestion can somehow "convince" a mutant this his inherent powers don't work anymore? I'm sorry, but that dog just don't hunt.
- These same Scryers are found in abundance in Praetoria in the Maria Jenkins arc. These Scryers are not hanging out with mere normal citizens, but with large mobs of ACUs, BCUs, Mark VI Victorias, Heavy Troopers, Commanders, etc. If you think a handful of unpowered citizens armed with rocks are a legitimate threat when presided over by a single Telepathist, then no toon in the game would be capable of standing up to the mobs in the Maria Jenkins arc for more than about five seconds.
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Quote:Off the top of my head, HoT differs from DoT in the following key ways:It's possible DoTs are just that. A case where, in early development, someone made the decision that the tech only needed to be used to do damage, ever.
- DoT requires a successful To-Hit roll. HoT ostensibly does not.
- DoT is mitigated by Resistance. HoT bypasses all defenses.
- DoT is +damage. HoT is -damage (i.e., a sign change).
- DoT is tagged as an attack. HoT is tagged as a buff.
Simply transplanting the DoT code from the attack section to the buff section with nary more than a sign change was, I imagine, the first thing they thought to do. But then all sorts of little code-interaction gotchas probably sprang up, requiring a more in-depth examination of the whole idea for all its implications.
I'm sure that, hindsight being 20/20, the devs now realize how tiny the intellectual leap is from DoT to HoT and would have, if given a chance to do it all over again, implemented the buffing code so that it supported HoTs without requiring a major bit of "new engine technology" be retrofitted in later. -
There are so many power sets now; we truly have an embarrassment of riches. I am a player who started back in 2004 (with a few years off in the middle), and I would estimate that I have tried fewer than 20% of the available power sets, and actively play less than 1% of them. I would say that no more than 1 in 5 new power sets interest me enough to try them out at all, much less pay for them. I save myself a lot of PP in the process by not being a power set collector. I am simply not curious enough to try them out just for the hell of it; frankly, I really don't have that kind of playing time at my disposal anyway.
I have paid for only one power set: Street Justice. And that's only because I've had numerous character concepts in the past that would have been based on a non-kick-oriented version of Martial Arts had such a power set been available. Now such a set is available and I absolutely love it. It is my favorite power set ever. The animations along with the simple combo mechanic are pure win for me. Sure, it is Yet Another Smashing set, but ohmygawd I can't tell you how addicted I am to Spinning Strike.
None of the other for-pay power sets call to me. Even Titan Weapons and Staff Fighting, as neat as they look, fail to connect deeply with me because I just don't have any characters I want to create based on those power concepts. It makes me wonder: for the folks who really, really, really want a power set like Staff Fighting (as in, they've been waiting years for such a thing), is PP800 really such a high price to pay? Street Justice was worth every Paragon Point I paid for it. But if these power sets are just curiosities, then maybe simple curiosity is just too expensive a vice for you if you're kvetching about having to pay $5 every couple of months for it. -
Quote:I wonder if MoM has become popular largely because it gives players unlimited time in between phases to catch their breath, load up on inspirations, and discuss tactics for whatever comes next. When a trial design leaves no time for newbies to ask questions or have things clarified for them, failure rates go up and the fun quotient goes down. Said newbies are unlikely to return to the trial(s) to become experienced veterans who can contribute to wins and a higher fun quotient for trial leagues as a whole. It might be said that "blitz trials", as exciting as they may be for some hardcore players, could be contributing to a downward spiral of trial hate that will send a lot of players heading to the new Dark Astoria instead.Personally, I am not necessarily against the "blitz" tactics that the TPN trial nigh-requires. It gives the trial a high-stakes, intense atmosphere, which leaves you with a sense of relief once it is over. However, I hope it does not become the norm, as I do like to "take it all in" every now and again.
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Quote:Oh, you're absolutely right. I was merely using the iTrials as one interesting data point because those trials routinely involve large teams (leagues of 16-24 people) where, thanks to larger sample sets to examine, you get a very interesting picture of the ATs players find the most viable for the very highest branch of the content tree. It is, from my observation, dominated by melee ATs.But there's a lot of other stuff in the game that isn't in the iTrials...
This suggests to me that players who are aiming for the highest-end content in the game are making melee toons in anticipation of doing iTrials and/or the 50+ TFs. It would not be surprising to see this have the consequent effect of building greater demand for more new melee ATs, at least amongst VIPs. -
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Quote:You might, but I don't. Not by any definition of "superhero" that I subscribe to. No character calling themselves a superhero, much less an Incarnate of the Gods, should ever be killable by a lucky, well-placed rock to the head. The game engine, through a profound failure to understand its own genre conceits, allows such absurdities to occur, but that's Paragon's conception of my characters, not mine.I have characters that totally can be killed by a lucky, well-placed rock to the dome...
My choices are to accept these failures with quiet resignation, or participate in community efforts to discuss them and perhaps affect change. Hopefully I'm not the only one who sees the merits of the latter over the former.