Winterminal

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  1. Quote:
    Originally Posted by Benchpresser View Post
    When the Alpha Slot was on GR Beta, it took me a good 3 days of "grinding" to gather up the 18 or so Shards I needed to make a Cardiac Radial (one of the Uncommon Boosts). And by grinding I mean a weekend of just soloing RWZ missions on my tank. (Running RWZ seemed best since I could get my Shard drops AND gather up the Vanguard Merits I needed to make the Griai'l Matter components)

    The shards (at least in GR) dropped like normal salvage drops, a bit faster then Rares. The system is CERTAINLY casual-friendly.
    Thank you. This does my heart good to read.
  2. Winterminal

    Alpha Slot

    I think that's the idea. I believe this is the Devs' attempt at the "Signature Power" idea (of which there's a very popular thread on the boards somewhere). You sort of have to choose where your specific character will exhibit Incarnate abilities. Example, slotting Cardiac: Perhaps you may not be the strongest character, but your Incarnate abilities allow you to continuously attack without every getting fatigued. Just decide what best fits your character.

    Personally, on my Ice/Ice/Cold main, I'm eyeballing the Nerve Trees. Superior accuracy and tremendous boost to my Hold and Defense numbers fits him and his powers perfectly. (But I could not say the same of my Elec3, for example).
  3. Quote:
    Originally Posted by Nethergoat View Post
    Alas, none of the Incarnate stuff was marketable (or tradeable) during its brief stint in the GR beta.

    Apparently we'll all have to 'grind our own' rather than paying farmers to do it for us.
    That seems like the only logical way to do it. The entire Incarnate system is wholly based on the lore of the game (gaining abilities that come from somewhere higher than the 5 Origins). No way they should they let us just buy into that kind of power.
  4. /Signed by me

    This would be great. As you say, it adds a spontaneity to combat that many would love to see.
  5. Thanks for the fixed link Goliath.

    Being the casual player that I am, I look at the amount of work needed to obtain the necessary components to craft the Incarnate enhancements, and am suddenly quite down-trodden (I rarely have a chunk of time to run a TF start to finish). That being said, and after looking at the enhancement trees, they definitely need to be something that requires a lot of work to obtain.
  6. Winterminal

    I19!

    Schismatrix, I should have been clearer in my post, because I agree with that. I'd rather them release it late and already have most of the kinks worked out. I just think that they would prefer to release it on the 16th. But like you said, it is just speculation right now.
  7. Quote:
    Originally Posted by Vel_Overload View Post
    Guessing:

    I20: Coming Storm: A Shadow Shard revamp. lvl 50's only. Some areas are incarnates only! (or are too hard to do if your not an incarnate). 2 New taskforces and now with 70% less Dr. Quarterfield! Did I say Rularuu? I ment Nemesis plot Ritki!

    I21: No more Warwall!: After Rikti get the crap beat out of them, the Warwalls are now obsolete! (Yay!) Dark Astoria gets invaded by Praetorians! (oh no!) and did I mention Sunlight in the Villain zones? Yeah, I did.

    I22: More customization: More powers get alternate animations. Finishing up Power Proliferation! More, unique color options! (Like rainbow energy blast! White AND Black color combinations and even shiny new weapon models. Obligatory new powerset(s) here.

    I23: No more villain/hero Archetypes: All non EAT archetypes can be made in Paragon, Mercy or Praetoria! No more getting to 20 then side switching. Hazard zones become special event zones! Any level can enter these areas as the enemies work like the zombie events and rikti events. Cool stuff is to be had.
    I don't quite agree with the issue numbers, but I think all of those options are possibilities except your idea for I23. The Hazard Zone spawning difference is interesting, but I don't see them completely demolishing side-specific archetypes. You can already make an heroic Corruptor/Dominator/etc. via Praetoria, and it would make very little sense to have an Arachnos Soldier start out as a Hero, given the in game canon.

    I am all for war wall demolition, and for further power customization.
  8. Winterminal

    I19!

    Thanksgiving here in the U.S. is November 25th, which essentially means that if issue 19 is not released by November 16th (a week from tomorrow) then we won't see it until November 30th. (Logic: They tend to release updates on Tuesdays, and that's the first Tuesday after Thanksgiving week).

    HOWEVER, I am betting that it will be out next week. Releasing it at the end of this month would give them only a couple of weeks before the Winter Event goes live, and considering the amount of new material coming in this Issue I am sure they want a bit more time to correct any minor bugs.
  9. Winterminal

    Inherent Fitness

    Quote:
    Originally Posted by Aura_Familia View Post
    I noticed that Ultimo is no longer posting after a certain few posters soundly gave his idea that the HERO system would work in this game, or ANY mmo for that matter, a good whacking.

    I find it funny that when people like Arcanville and ClawsandEffect come in with logic these type of threads usually DIE.

    Interesting . . .
    ...Must we keep this going? He dropped it, 2 pages back. The bottom of that post, and I'm pretty sure this was before the HERO system was even brought up, and by someone else.

    Though, one thing you said is valid... it's time this thread died.
  10. It is hard to give general advice without knowing your playstyle. Radiation is fun because of its -DEF debuffs, which means that the more you hit them...well... the more you are going to hit them, haha. And the set is pretty standard: 3 ST blasts, 3 AoE attacks (a PBAoE, a cone, and a Targeted AoE), A sniper, Aim, and the nuke. It's essentially got everything. So I'll just try to give some general info regarding if you are going to play at range or take the "blapper" road (considering that's viable with /Energy):

    Ranged: Personally, I would take every primary attack except Irradiate. /Energy doesn't come with any ranged attacks, so you are going to want pretty much all of them. If you want to skip any others, I would say Electron Haze would be the other choice, considering it has a long animation and you'll be taking Repulsion Bomb. Your punch will be in your ST attacks anyway, especially Cosmic Burst. For /Energy, you essentially just get a bunch of clicks that will make you better: Build Up (obviously), Power Boost is fantastic with the -DEF effect of all the powers, and Boost Range allows you to shoot Cosmic Burst from further way, and snipe from the next county.

    Blapper: You can skip one of the first two powers, though I advise against it because they are part of your "mez protection." You could skip Electron Haze and Proton Volley easily as well. Then just take your secondary melee punches, slot them, and love them.

    Again, it all depends on how you want to play, what pool powers you're gonna take, etc., but those are the general guidelines I'd follow.
  11. I'm loving all of these ideas.

    The moon base sounds very intriguing, and space-themed characters/missions is something I've hoped for in the past, but I wonder how soon they would do that after opening the whole new "world" of Praetoria, especially since they have yet to open it up to characters over level 20+, much less Primal Earth based characters. Is that in the works? Hard to tell, but unfortunately I think they will do more with Praetoria before we set foot on the moon. All that being said, I have to check out those sites in Port Oakes and Steel Canyon. I did not even know such things were going on...

    Quote:
    Originally Posted by Biospark View Post
    If you are right, and I am not saying whether I believe so or not, here are a few things in that upcoming game that I have seen and would really like to see in our game
    Haha! No worries dude, I don't even know if I'm right, it was just a pattern I noticed. I gotta think some kind of staff melee is coming. Now that Shields and Dual Pistols have been incorporated in-game, that is currently the most requested non-existent set out there. I'm totall behind back pieces for characters, as it still bugs me when my natural Archery blaster reaches back manifests an arrow out of thin air. And I've already siad how much I'd like to see some attention paid to travel powers, so, /signed.

    OneWhoBinds, interesting idea. You're right, it would have a HUGE impact on the game, especially for long-time players who have known an area like, say, Skyway City for so long, and to have it suddenly turn into a zone like Boomtown would be a very new experience. Though, that being said, I would assume said zone(s) would turn into hazard zones, and we already have a number of "something/someone blew up and nearly destroyed everything" zones, i.e. Boomtown, Faultline, Rikti War Zone, 'Eden', The Hollows, etc. That isn't to say it won't happen, hell, that seems to be the direction that they are heading! But if they did that, I would want to see either another zone "fixed up" or see some new regular zone. Hell, maybe take a zone like Boomtown where there isn't a ton going on anyway, and have it turn into the place where Tyrant has set up his Primal Earth base of operations? Overall, I'm liking tossing this idea around.

    SolUnitus, more customization is always something they are looking into, but in terms of unlocking the archetypes and giving people the ability to choose any combination of power sets... I'm not sure if this will ever happen. For starters, as the game stands, just imagine someone choosing a blaster archetype, but choosing Fire Control. The amount of damage they would be putting out would be off the charts. Now, obviously, that's not what you meant, but in order to facilitate such a change (as allowing a character to choose a blaster primary, and an armor secondary), there would need to be a re-design of nearly the entire character system, which is why I doubt we'll see it. After all, that's the reason we have Ancillary Power Pools, in order to supplement what archetypes lack, and to give someone a chance to create a character that attacks once or twice from range, and then runs in and pummels everyone. Regarding your other hopes: stances and expressions is something that we've been told they are working on (along with individual finger movements), but it's not high on the priority list. And we already have an intricate body scale creator, unless that's not what you meant...

    So far I'm /signed for nearly everything here.
  12. I know next to nothing about GFX. But my guess is that this is something that was overlooked in the design, and will be upgraded in the future because it seems enough people would like to see it. The only aura that I can think of that has two colorable components is the A.C.C.U.H.U.D. aura. My guess is that they omitted it at launch to avoid the questions of "Why can't I have different color leaves/runes/atomic particles?"
  13. Quote:
    Originally Posted by seebs View Post
    Now it's just a matter of figuring out whether to blap in /ice; I don't know whether those melee powers are good damage. I guess I'll find out.
    I would not recommend it. You only get 3 melee damage attacks to begin with. Frozen Fists is atrocious, and Freezing Touch is a great hold but deals minimal damage. That leaves you with Ice Sword, which is the only solid attack of the bunch. Oh, and with Chilling Embrace you can hog attention from a lower level tank, not something you really want to do as a blaster.

    IMO, Ice Manipulation is much more suited for ranged combat. Set up Ice Patch at a choke point/corner, launch Shiver, and you'll kill everything before it has a chance to get in melee range.

    As for my on topic comment... I'm not a blapper. Few of my blasters actually take the melee attacks, and those that do usually only use them to finish off the one or two bad guys that actually got within melee range without dying. It's a matter of choice really. I prefer to shoot from a distance, but I can think of plenty of character concepts that would involve killing a few enemies from a distance, then rushing in to pummel the rest.
  14. Cryogenics to replace Vaporous on my Ice toons. A cold aura. That's reason enough for me right there.
  15. The reason Dual Pistols feels weaker than other sets is (according to the Devs) the inherent flexibility you have with Swap Ammo being able to switch the type of secondary damage/effect you are putting out.

    That being said, I agree with you. First, yes the animation times seem a bit longer, but with the whole set based off of flashy moves, I really can't complain as I like most of the animations. As for the damage output... I disagree that Swap Ammo makes up for the lack of damage. When the power descriptions say "minor debuff" they mean it. It seems I would have to slot the power for, say for example, Slow if I wanted Cryo Ammunition to actually slow down my opponents long enough to take them out quickly. And that kind of takes away from the flexibility aspect.

    Long story short: The "flexibility" does not put it on par with higher damaging sets. I don't want to have to use Incendiary Ammo just to kill the bad guys. I think the secondary effects should be buffed a bit. Until then, I find the KB and -DEF that comes with using the regular ammo to be far more useful than the Swap Ammo effects.
  16. Winterminal

    So, what's left?

    Quote:
    Originally Posted by Forefinger_ View Post
    I want a shield offense power that includes throwing the shield.
    We've already been told that Shield Offense will never exist precisely because it would need to be a melee/ranged combo. Leaving out EATs, that leaves Dominator secondaries and (kinda) Blaster secondaries, neither of which have access to Shields. Perhaps as an Ancillary power pool for melee archetypes, but that is the best we could hope for, and even that's a stretch. For right now, as I mentioned earlier in this thread, try Super Strength's alternate animations combined with Shield Defense. Jab, Knockout Blow, and Punch (when it fires with your left), all look as if you're using the Shield to hit your opponents.

    I would love to see a water set, though I think it would be best as a Control set. Water Blast is very appealing, but I think the secondary effects as well as the animations (to a degree) would look too similar to Energy Blast.

    I've already mentioned Staff melee, that seems to go across the board. Some kind of Throwing blast set, with customizable knives, thorns, shurikans, etc. would be cool too.
  17. Full Time Hero / Full Time Villain
    Logging out in Fort Trident / The Crucible (respectively)

    Possible benefits:
    -Shorter time period between Hero/Villain Merit conversions / recipe purchases

    -Discounted conversion rates (less inf. and/or fewer reward merits needed to create a Merit).

    -Automatic Tip completion: You are essentially permanently "remembered for your deeds as a hero or villain" and can gain one alignment point every 24 hours, provided you log in. I.E. If you log in at 4:20pm on Monday, it does not matter how much you play or don't play, you won't be eligible to get another freebie until 4:20pm on Tuesday. Also, if you are still remembered for all 5 deeds come that 24 hour mark, you do not receive another alignment point until a deed expires.

    For those who have no secret identity.
  18. This is something that has been requested quite often for quite a while now. The developers are aware of the large population of players that would like these types of options, as well as other customizable things such as permanent jet packs for flyers, different travel options (such as flying/gliding on objects i.e. ice slides, flying disks/boards, levitating boulders), different run styles for super-speeders, etc.

    However, given that we have already seen an overview of Issue 19 and none of these things were mentioned, it is almost guaranteed that they will not be included. Though, it is highly likely that we will see some of these things in future. How far in the future, that's tough to say and depends on a lot of things (how high it is on the priority list, how difficult it is to create animations that will work in all scenarios, what the technology can and cannot support, etc.).

    Long story short: I am pretty positive we will see these types of things implemented in the future, but just not with Issue 19.
  19. Quote:
    Originally Posted by ClawsandEffect View Post
    This isn't going to work. Consume doesn't drain your enemies endurance, it just damages them and gives you endurance back. It is more like Dark Consumption from Dark Melee than Power Sink (which is the power you would want to use for that tactic)
    Completely mis-read the power. (I was going off online descriptions, haven't actually rolled a /Fire yet.) Thanks for the clarification. Outback, obviously ignore that bit of my post
  20. Winterminal

    Inherent Fitness

    Quote:
    Originally Posted by Ultimo_ View Post
    Quote:
    Originally Posted by Winterminal View Post
    Okay, so from what I've seen, in Ultimo_'s opinion:
    • Endurance management is not an impossible problem, but merely a large concern for many players. And there are solutions (some of which he and others have mentioned) for making it less of a concern, so that players don't have to worry about their blue bar.

    (If I am wrong, feel free to point it out.)

    Endurance is manageable. Everyone here has made that clear. It seems that Ultimo_ believes that the game could benefit from a different design, where the player could spend less time worrying about endurance and/or waiting for powers to recharge, and more time taking down enemies or taking care of teammates.

    Isn't this thread kind of a moot point? We've started discussing a whole bunch of different things, when the original post was more in regards to existing game mechanics, and how some would prefer they were different. If we were staying strictly on topic, we would be arguing game mechanics which, again, would be moot.
    Very well said. Indeed, you captured what I've been saying perfectly.

    You're also right, the thread is somewhat pointless, all I wanted to do was say I wasn't crazy about how they decided to address some of the problems with endurance management.
    *snipped for specificity's sake*

    At this point the thread has gotten to the point where people are just responding to the first few posts. The above is from the top of page 5.

    We have established:
    1. That the majority of players are, at the very least, okay with the Fitness pool becoming inherent.
    2. That the majority of players do not wish to see any other action taken towards Endurance/Recharge/Damage/etc., citing many worthy "if it ain't broke, don't fix it" scenarios.
    3. That the majority of players disagree that endurance is unmanageable.
    4. That Ultimo_ (having said so himself) is of a minority of players who wish that the game had a slightly different design.

    I propose that we either push the thread direction towards possible solutions/options that could make the game more appealing to players of Ultimo_'s opinion, or (perhaps the better option) we let the thread drop. Clearly, what needed to be said has been said, and at this point we are either talking in circles or taking unnecessary shots at someone who has conceded in his argument.
  21. I'm sure topics like this have been mentioned elsewhere, but with what has been called "the strictest NDA ever" having been put on i20 testing and development, ya gotta wonder what's coming. I have a theory...

    In the words of the Joker, "Let's wind the clocks back one year." (Okay, maybe a bit more than that). CoX was about to get its first competitor in the superhero-based MMO world. Said competitor promised to bring a few features that CoX players had been requesting for a long time, including a nemesis engine (though we could, at that point, create our own via AE), more fluid and intricate travel options, and (the big one) power customization. That was around the end of summer '09.

    About one month after that game was released, lo and behold, we received an issue that brought us power customization and the promise of more for the future (some of which has already been slated for i19). Then less than two months after that, we received a booster pack with Ninja Run, a power that enables quick movement combined with flashy animation, and what many consider to be the most useful non-issue-based addition to the game thus far.

    Hopefully, you see where I'm going with this.

    It just so happens that, within the first trimester of 2011, another competitor to the superhero-MMO fan base will make its debut, again, offering some things that we do not yet have access to in CoX. For example, travel powers incorporated into combat (speed based brawling, flying attacks from the air, etc.). There looks to also be vertical running up a wall (something anyone with Super Speed has been aching for, but unable to attain due to, I believe, the tech not being able to handle it), animalistic movement options and stances for characters, and alternate travel options (such as flying/jumping with a permanent jet pack).

    {Now, before I go further, let me quickly say that I still think CoX has more to offer (i.e. complete customization of body type, mass, and size, and the ability to change all of that via costume changes). So I am not saying that this new competitor has CoX beat, not by a long shot.}

    Given what happened about a year ago, the very secretive future of CoX, and the fact that the Issue 20 marks a particular milestone with it being such a round number, what do you think we'll see come next year? This is all PURELY speculation and hope.
  22. Winterminal

    Inherent Fitness

    Okay, so from what I've seen, in Ultimo_'s opinion:
    • Endurance management is not an impossible problem, but merely a large concern for many players. And there are solutions (some of which he and others have mentioned) for making it less of a concern, so that players don't have to worry about their blue bar.

    (If I am wrong, feel free to point it out.)

    Endurance is manageable. Everyone here has made that clear. It seems that Ultimo_ believes that the game could benefit from a different design, where the player could spend less time worrying about endurance and/or waiting for powers to recharge, and more time taking down enemies or taking care of teammates. (Ultimo_, if I am putting incorrect words in your mouth, I apologize, and feel free to correct me.) I'd bet money that "living the action of the hero universe" is what draws the majority of the current player base to continuously renew subscriptions.

    All of that having been said, a re-design is highly improbable. But it seems to me that the Devs are doing all in their power to make this idea more of a reality. Examples:
    • IO sets that not only offer enhancements that enhance multiple aspects of a power, but global set bonuses.
    • IO enhancements that offer bonuses towards these very concerns (such as Luck of the Gambler +7.5% recharge, or Numina's Convalescence +Regen, +Recovery)
    • And now, Stamina available to slot at the earliest level that we get slots (3), making even the lower levels easier to continuously play through
    Now, as to why all of this wasn't done in the first place? Who knows? We all could go on for ages postulating why the Devs chose to design the game this specific way. Hell, someone who has been around longer than I have may know. All I am trying to say is:

    Isn't this thread kind of a moot point? We've started discussing a whole bunch of different things, when the original post was more in regards to existing game mechanics, and how some would prefer they were different. If we were staying strictly on topic, we would be arguing game mechanics which, again, would be moot.
  23. To answer your second question, those powers would "work" but probably wouldn't kill everything, at least not until later levels and you had everything slotted. And since you are already talking about Ice as your APP, I will assume that's the case. The trick would be to activate everything in the correct order. You could try to 'port into a mob with Hot Feet active, slotted for Slow so that they can't run away, then try to activate Short Circuit followed by Consume, thus draining their endurance, and killing everything. I don't recommend that since NPC end is different from player end.

    If you're set on this combo, I'd say start with Hot Feet and BA active, 'port into the mob, activate Fire Sword Circle, followed by Ball Lightning, followed by Combustion, Short Circuit, then Consume (in that order). After that, with proper slotting and against a mob that is relatively close to your level, you should be left with a few or more dead guys, and the rest drained of Endurance, and you can finish them off with whatever you choose.

    All that being said, this sounds like more trouble than it is worth. If you are going with Cold Mastery (which I LOVE) you may as well take Flash Freeze and pick 'em off one at a time (considering, with 2 or three slots, you can put them to sleep for 30 seconds+, more than enough time). Though, with this being an AoE/PBAoE heavy combination, you might be better off Clutch's suggestion of Snowstorm (to increase the slow and flee) or just going with Mace Mastery for the AoE immob. (though I don't care for it).
  24. Quote:
    Originally Posted by Zombie Man View Post
    Just remember, when Temp powers are suppressed (like a Masters of... TF) you won't be able to Fly if you rely on Temp Fly powers.

    Use your second build wisely.
    I still intend on taking Fly, to be sure. Hell, once i19 hits and Fitness becomes inherent, I'll be struggling to find 3-4 new powers that I actually want, so I'll be keeping the ones I have already. I just meant that the slots I've devoted to flight speed (both in Fly and Swift) can obviously be freed up, and I don't even have to enhance Fly. Which is cool, I guess...
  25. Winterminal

    So, what's left?

    Quote:
    Originally Posted by Shadestorm View Post
    Teleport/speed melee.

    This is technically not a melee set. It's a blast set. Only in stead of blasting, you teleport/speed from your current location to the target or targets, and back as the blast effect. Thinking the flash here. Super speed isn't his travel power. It's his weapon.

    During a blast you'd be ghosting your actual avatar so the camera wouldn't move (similar to the Dual Pistols ghosting effect.) So you'd see yourself zip out to the target for a quick smash and back, trailing a (color tintable) ghost of yourself.
    Very intriguing idea, with what sounds like a feasible way to pull it off (then again, I don't know much about what's doable and what's not, haha). I totally dig the concept, and would love to see this. That being said, I don't think you could call it a blast (Ranged) set. Unfortunately, it floats in between. You are starting from range, but the actual attack is melee. I actually see this as a future possibility of how to expand Pool Powers (if they every choose to). Adding a few of these types of powers to the Speed and/or Teleport Pools would add a ton of more customization possibilities for characters. By that I mean that someone who wanted to build a "speedster" type character could take one of the melee power sets (such as martial arts or super strength) but augment/compliment it with attacks from an expanded power pool, choosing fewer powers from the primary set, and more from the power pool.

    Granted, I think something like this is a little ways off, but again, I'm all for it.