Agent White

Legend
  • Posts

    2519
  • Joined

  1. Kind of an odd distribution there levelwise. Be curious what the thinking is behind the spread.
  2. It's not worth my time debating this again. Don't put words in my mouth and overgeneralize my stance.
  3. Give us another zone like Cimerora, only big and with actual story arcs to do stuff with. Make it the Praetorian Hamidon's 'Eden', let Praetorians and primals run around in it, give it a TF, and some Incarnate level content. Using the art assets from the Underground for the weirdly glowing fungal Praetorian Devouring Earth.
  4. Quote:
    Originally Posted by Shadow Wail View Post
    What is this and who do I have to pay.....DO WANTS NAO!
    That would be Penance. He's fueled by emo.

    http://marvel.com/universe/Penance_%28Robert_Baldwin%29
  5. Actually it has less to do with Ouroboros being a dirty hack so much as the problem with the Praetorian alignments breaking things. It's not that hard to put missions into Ouro, it's hard to put missions into Ouro that don't follow the standard rules.
  6. Quote:
    Originally Posted by Blue_Fenix View Post
    Is there a specific order the Incarnate trials are designed to go in? Or at least a general progression?
    Open the LFG list, go to Incarnate Trials, read from bottom to top. That's the release order and the general progression in terms of story and difficulty.

    Quote:
    I know you CAN do them in any order you like, but obviously some are longer and/or harder than others. There's also the differences in how many people can go on each trial. Are the ones that allow bigger leagues generally longer and/or harder?
    No, not really. League size isn't directly connected to difficulty. One of the earliest and easiest trials and the latest and somewhat difficult trial both have 8 to 16 size. The longest trial is the Underground Trial, easily, just because of the sheer length of the instance. It's like a long dungeon crawl. Most trials aren't over an hour and the well practiced ones can be done in as little as 15-20 minutes.

    Quote:
    I guess I'm just comparing this to, say, WoW where endgame content had a lot of very specific progression and order to it. That is, you have to do dungeon X to get the key for raid Y, and you should probably have gear from raid Y before you attempt raid Z, etc.
    Nope, no progression like this. The trials are more or less divided by the level shifts. The earliest trials have none, all enemies are 54. Later trials go up as high as 54+3, so if you want to be effective you'll want to have all 3 level shifts (level 50+3 for players). However, an un-shifted 50 -can- participate in the 54+3 difficulty trial. That's really up to the league.

    Quote:
    Also, I know the info is available on the wiki, forums, and main site, but is there any actual in-game place to see information about the trials such as min/max league size? I get the impression a player who only plays and doesn't look stuff up online would have a very hard time learning how the trials work.
    The pop up info as described will give you some info on what's to be done, but honestly the best teacher here is experience. Most servers have enough people running these that a majority of the league will know what to do, and the trials aren't bad about giving you prompts telling you what'll happen. And don't be afraid to ask, tell people you haven't done X trial before and they'll be happy to let you know what the order of events is.
  7. Quote:
    Originally Posted by Golden Girl View Post
    Maybe players will get quivers if Manticore gets one as part of a revamp of his outfit to relfect his return to brooding vigilante loner status?
    Yeah, cuz we've seen how well -that's worked before.

  8. And this is going to be a little mean but I had to laugh a bit at the start of the article where it said that with I20 they had given us a 'complete' end game experience.

    Snark aside though, I thought it was a pretty well written article and I think it shows that the devs are, in fact, listening to the user base on what does and does not make a good trial and some of the desgin philosophies they've learned and established.
  9. Quote:
    Originally Posted by Zombie Man View Post
    They'll probably pick an appropriately themed day to release "Death Incarnate", like Halloween. So, I'm going with Oct 31.
    Why not St. patrick's day then?

    Remember kids, don't drink and drive (or some eldritch nethergods that wish to suck the souls of all the earth's inhabitants)
  10. A zone revamp panel huh. That's kinda cool. Would have to think about that some, though I think turning Eden into an end-game zone would probably be my top pick.
  11. Honestly I think it'd be more inventive if Psyche weren't mindriding anyone but tiny fragments of her now existed in all of Paragon's population.
  12. Quote:
    Originally Posted by Golden Girl View Post
    It's only really related to that storyline because Diabolique is originally from Praetoria - the DD Trial actually has much more of a connection to the First Ward storyline than to the Praetorian war storyline.
    Diabolique being Praetorian doesn't really change the DD Trial in any way, as it's not vital to the story - unlike the other 6 Trials where the Praetorian connection is the whole reason that they exist.
    Swapping out Diabolique for, say, Mortimer Kal would have zero impact on the Trial or its story.
    Yeah but it would've supplied some high octane nightmare fuel for the players. I just don't think he could pull off that outfit.
  13. They've had a few weeks now to tweak the incarnate drop rates, if they were still working on it they would've done it by now.
  14. Don't forget there's the Mortimer Kal SF for villainside, 20-40 strike force that nabs a nice temp power til 50, then turns into a Notice. Very handy, that. Wouldn't mind more things like that honestly
  15. Quote:
    Originally Posted by Judas_Ace View Post
    If anything, Penelope is the Mary Sue - Most powerful, special relationship with existing characters, focal point for much of the Praetorian stuff. She's been simultaneously put on a pedestal and shoved down our throats since the moment she showed up.
    Pretty sure that's hyperbole.
  16. Don't really see why not, its just like any other recharge intensive pet
  17. Quote:
    Originally Posted by Venture View Post

    I wouldn't call either character a Mary Sue, and for that matter Sister Psyche was never portrayed as being "best telepath EVAH". Hell, right from the git-go we were told Penny Yin was more powerful.
    What? Yes she has. There's repeated instances of her being referred to as the strongest psychic in the world, both in game and out. I do agree though, Psyche has not been portrayed as a Mary Sue, but she has been called the strongest several times.
  18. Yeah given this kind of set up it feels a lot less like Wade is just going to get punched out at the end of this so much as he's set up to be one of the major big bads ala Emperor Cole. Only you know, not as long and drawn out and requiring near a half dozen trials to get rid of.

    I could see them bringing back Psyche in some form down the line. She definitely wasn't accepting of her death like Statesman was. And she was just mind screaming into several hundred's of thousands if not millions of people's heads, I think it'd be interesting if they play that as an element later on.

    And yes, Penny's powers were pretty rad. Was her pet just one of the void storms from the Minds of Mayhem trial?
  19. You could wipe out most of the Phalanx and most players wouldn't really have a feeling one way or the other. That's just kind of their problem, they're not so much characters as they are cardboard cutouts. We never interact with them, 95% of the time in game they're just tag along NPCs that spout 2-4 lines of dialogue. The other 5% they're TF contacts for missions that really don't involve them in any way, so they're just the figurehead saying "Go do this, it'd probably be bad if it isn't stopped". The SSAs are one of the few times we're really getting to see any kind of character development in game with them.
  20. Quote:
    Originally Posted by ShadowMoka View Post
    Hopefully that just means when i22 hits live, so will staff and beast . Either or will keep me satisfied.
    wouldn't get your hopes up, they've confirmed Staff will not be going live with I22 and since Beast came out -after-, it's a safe bet it will not see release either, especially since it's still in the middle of tweaking.
  21. *Spoilers*

    Slight bug at the end of Mission one, Penelope seemed to want to keep bouncing back and forth between the final elevators instead of just helping me.

    Otherwise, not bad. Bit predictable at the end, Wade had already said at the end of 5 this would happen (Not how, but it was a pretty big tip off) So when you take off instead of facing the 'assassin' right there it just became paint by numbers. Could've played it out slightly differently but eh. Kinda sad, at least it wasn't spoiled in the friggin press release before it even came out.

    Now I'm just wondering if Penelope's powers are meant as a sneak preview or if they're 'signature powers'. The psychic blades looked -pretty- neat. And isn't her pet one of the Void Storms from the Minds of Mayhem trial?

    10 to 1 bets that Manti goes out in an attempt to take out Wade. Also wondering when Wade is going to get taken over by the Well. You -know- it's going to happen.

    As far as story goes, I kinda liked the missions for this one. Penelope wasn't a bad addition, it was cool seeing her in action, the missions were varied and nabad (Though, really, Psyche can't let me stealth? REALLY? oi.) I liked how Tykra was brought in, even if we still know nothing of her.

    As far as farmability, I still think Episode 5 is my fav, just quicker to do and I get my incarnate goodies.
  22. Quote:
    Originally Posted by Ultra_Violence View Post
    I decided to test it.

    I did a BAF and ignored all my teammates and just let them die. Just spammed attacks, no active buffs or heals (just toggles). What happens? A Rare.

    It's hard enough getting people to work together on trials. Setting it up so that they may benefit from NOT working together is bad design.

    Can anyone else verify it still works like this? Am I going to regret pointing this out to people? lol
    Yes, I can verify that this was not a test, this was a random coincidence. Just 1 test run and you 'prove your point' is... just wrong. Do this -exact same- thing about 10-15 more times and see how much your results vary. If you get a rare every time, you've proven your hypothesis. If you don't, well, there you go.
  23. At the player summit they said the next two slots will be coming out together and not in time for I22, that's pretty much all we no concretely.
  24. It's not simply a problem of the 'do-stuff' content not offering relevant rewards. It's also the fact that a player's power gains plateau. As zombie-man pointed out, the grindy get-stuff is a way around this, but there's still a very hard cap on player growth and that also means a cap on difficulty. 1-49 'do stuff' is easier to make because it has an easy reward and the difficulty can scale as you get further and further along, but that ends at 50 too. You can only scale up difficulty so high before the numbers hit a ceiling and the content difficulty is not feasible. I think we're seeing that with the Incarnate Trials actually, Dilemma Diabolique is a 54+4 trial, meaning at the worst, you are 8 levels below or at the best only 5. Level difference is the end all be all in this game and with only limited ways to get levels above 50, you hit the ceiling.

    Plus you get ridiculous things like Purpled out, IO'd characters at the caps that can practically ignore any threat and solo GMs. So it makes producing quality 'do-stuff' that presents a challenge to most players kind of hard to keep kicking out.
  25. Actually I found all of the stories to be like that. They're pretty well written and all have a particular tone, which is then thrown off by the final choice that usually makes you want to sideswitch. It's kind of clever and evil because usually the choice to stay loyal makes you feel at least a lil skeezy.