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Posts
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What was your inspiration load? What did you use before pulling, and what did you use after?
We went through this again and again in the beta, like Gruumch said. The beta threads are full of advice and tactics for handling the mission, from people who soloed it repeatedly with squishies. I finished it on my IO-heavy emp/dark without dying, and others did it on SO-only defenders and controllers. Notably, EvilGeko completed it repeatedly on various builds that he had never played before; he created new characters that got auto-bumped to 50, loaded them with SOs, and ran the arc. It is soloable by squishies.
It's more difficult than the average arc, yes. You may need new tactics, or a different load of inspirations. This is the beginning of your character's apotheosis--did you expect it to be easy? -
Quote:I recall a scene from one of the X-Men titles in which Gambit and one of the teen mutants (I forget which it was) needed to keep something from several of the female psychic mutants at once. Gambit, of course, had a gambit. They walked in, all the ladies gave him a look, one of them told him he was disgusting, and they all stalked out.If I was Manticore, and I knew Sister Psyche was trying to read my thoughts I'd just think about farts as hard as I could.
"I wonder what he's planning to get me for Christmas... Oh, let's just see!"
PFFT PRFFTTTF PBBFFFBTB PHFFFFTFHFPBF FNUUUURRRRRRPFFF
"... nevermind."
It's explained in a flashback with Gambit narrating--he and some other X-Men had been in a tussle with the Brotherhood, and for some reason, the Blob wasn't wearing his usual costume. Pyro's aim was a little wild, and...well, the Blob is fireproof, but his clothes weren't. Now, Gambit has a permanent anti-telepath image seared into his memory.
The youngster was still concerned--"What if they read my mind?" he asked.
[Gambit, paraphrased]: "You're a teenage boy in a room full of beautiful women in spandex. The last mind they want to read is yours." -
Zombie Man is one of a band of agents dedicated to the holy purpose of battling ignorance. Part of his role in the ongoing struggle is City-related ignorance. He's not the only member of this shadowy cabal who posts here, either.
They will never rest as long as someone is wrong on the Internet. -
Quote:Generally, "auto" refers to powers that are always on--Stamina, for example, is an auto power. As far as I know, all existing auto powers are self-buffs of one sort or another. Since the Judgement powers are attacks with very long recharges, I would guess their type should be "Click" instead of "Auto"--it might just be a copy/paste goof they haven't cleaned up, since we're not supposed to be looking at this info yet.Something else I noticed: the power type is listed as "Auto." Does that mean it always hits?
Freeeem, on the other hand, could plausibly be an auto power like it says, since it's a self-buff. -
Quote:In the GR beta, I was able to unlock the Alpha and build up to a second-tier (uncommon) boost in about a week of almost entirely solo play (I used Vanguard merits that may not have been earned solo to unlock the slot and to get a component). That was on my empath, by the way. It was slower than doing the TFs to get components, but not horribly so.Actually as far as we know right now, Incarnate shards will drop from solo content and can be used to craft the special salvage required to craft the Alpha slot powers, so TFs may not be absolutely necessary. If this is in fact the case, the entire system of becoming an Incarnate can be soloed, albeit very slowly.
That doesn't necessarily establish how long it will take in I19, since the system has been tinkered with, but I don't expect it to be much different. -
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Quote:That's basically what they are--they're set to your level when they spawn, so their hit points and damage scale, more or less, but they're the same mobs. That means they keep all their powers, no matter how low your level, and some of them are overpowered against lowbies.Might just be the low levels then. We have not tried it with our 50's yet. Just very surprised as usually the event is very fun, and this year it's very frustrating. They remind me of the scaled zone event mobs and how they are much more powerful than something similiar in mob type and level.
I had no trouble with them on my L50 emp/dark, despite most of them being highly resistant to his damage type (yay, Ghost Slaying Axe). I would note, however, that if you can mez the boss-class mobs (Crones and Vampire Lords), you should do so at the first opportunity. They're annoying at best, and the vamps hit really hard. -
This came up in the "All Things Art" thread, and after some discussion, David had this to say:
Quote:Originally Posted by Noble SavageTying the effects to the feet wouldn't take any more time then tying it to other body parts. That said, I'd want to see the FX toggle OFF when your character is just standing around. This should also be possible and we'll certainly keep it in mind. -
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1. Do you favour the idea of being able to solo EBs/AVs/GMs, if so/not, why?
EBs, definitely. AVs, maybe, if you play a character tweaked to do so. GMs, only under very special circumstances*, for the most part. Mind you, I have no grief with the players/characters who can currently solo AVs and GMs, and don't want any changes to stop them from doing so.
2. Have you ever soloed an EB/AV/GM, and if so how did you feel afterward?
I have soloed most of the EBs in the game, including downgraded AVs, with my empath. (He also beat a GM solo once...but it was the Kraken, and he was level 50--see Lemur's talk about the purple code.) My reaction ranges from "Meh, that was dull" to "Another one bites the dust" to "I laugh at your pain, scrappers" (that last was after swatting Protean). It depends on the EB and my mood at the time.
3. Do you think the dynamic will change after the implementation of the Incarnate system?
Not really. Soloing the more powerful categories may become more common, but only at L50. The Incarnate boosts don't work if you exemp down at all. Soloing AVs and GMs will still be dull**.
*I would like to see a mission or set of missions in which your character gets empowered specifically to do battle with a giant monster or megamech. I picture a map with all the buildings, cars, and so forth reduced to about 1/3 scale, and all the destructible objects from mayhem missions included. Your goal is to take out a giant monster (with a model scaled down to normal size) that's threatening the city. The overall effect should be that your character appears to have been enlarged to giant size for the battle. Add in a bunch of temp powers--some ranged attacks, like Throw Car, and some melee, like Clobber With Telephone Pole, that do massive damage, but are flagged to only work on the GM in the mission. You also get a major damage buff to your regular powers, and an aura that debuffs the GM's knockback resistance.
**I have long felt that the big sack o' hit points approach to AV design is obnoxiously boring. I'd like to see them with more normal hit points, solid resistances, and a set of long-recharge powers that mimics a tray full of inspirations. So they pop purples to up their defense at the beginning of the fight, and use greens for one-shot heals when they start to get beaten down too far. Different AVs could get different mixes, tailored to their personalities. Tweak the numbers right, and AVs would remain just as much of a challenge, but the fight would be more dynamic. Plus, teams that currently have trouble overcoming an AV's regen could potentially wear them down--make it run out of "inspirations", then rush to finish the fight before they start to recharge. -
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It's the first line of Blood Rites, though I goofed slightly while away from both books--the line and the Aspect both say "wasn't" instead of "isn't". I just found it amusingly appropriate that it was listed as one of his major character traits.
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Quote:I recently finished reading through the Dresden Files RPG books, and one of the character creation examples is, of course, Harry. One of his Aspects (story-driving characteristics, basically) is "The building is on fire, and it's not my fault!"... and am quite capable of setting entire buildings on fire or blowing up cars spontaneously for the right effect.)
Oh, and there are notes in the margins from Harry, complaining about the player, Jim, setting him up for so much trouble. -
Tiny question from the massive walls of text:
For Endurance, you seem to be looking chiefly at the character's ability to boost or restore their own health and/or energy, and at powers that would help them resist environmental effects (like Resist Elements or Temperature Protection). That seems intuitively correct, based on the system you're working with.
Why, then, is Absorb Pain on the Endurance list for Empathy? It damages the user, makes them briefly unable to heal, and doesn't restore any energy. Did you mean Healing Aura?
ETA: Also, when calculating bonuses from enhancements, how do you account for enhancements with multiple aspects. HOs should be pretty simple--they would count as one of each aspect. Set IOs might be more complicated. -
Quote:Well, not quite. It just influenced Sister Psyche's backstory, so it would only have been a little bit of text that got added. Praetoria wasn't required to explain it. When they wrote up the Praetorian analogs (for Issue 2, I believe), however, it only made sense to use it. Then when Going Rogue came along, they had a ready-made springboard for the Resistance. This is one of the good things about fleshing out backstory and having canon explanations for things.i saw this isn the panel video and have to admit being slightly flabbergasted at the thought of 'OMG, the hair is the wrong colour! we must now create an alternate universe, incorporate it into the paradigm, and hope no one fires us!' rather than, 'hey charlie, tweak the hair colour for the next update, we've been getting a few bug reports we did this wrong or something'.
Story things, anyway--some of the canon explanations for game mechanics have been painful. -
Quote:See, I have a different take on him. It's not that his plans are all that sophisticated, it's that he's been around for so long that at some point he's tried practically everything. We just keep stumbling across pieces of his old plots that he's abandoned...possibly because he realized they were stupid.The problem with fighting Nemesis is that he has so many layers and branches to his plans, that no matter what we do, he seems to have usually anticipated it
Exhibit A: Mind-control railroad tracks -
From my in-game namesake:
Quote:That was my emp/dark pulling Tyrant aggro off of two tanks, finishing him off, and dinging 50 with the kill. (And yes, I set myself up to level with his defeat on purpose, as best I could--the fact that I got the kill just made it better.)The Praetorian cavern stank of power, mingled with the sulfurous reek of lava. Statesman was shackled to the wall, and I couldn't spare the magic or the time to break his bonds. We were in trouble, you see. The Tyrant had two tanks pounding on him, but all he was interested in was us. He was clearly in bad shape, but so were we; my healing magic just couldn't keep up.
A blast of power from his eyes drove us to our knees on the rim of a pit of lava, and he broke away from our allies to close in for the kill. I reached for our magic, trying to mend scorched flesh enough to survive the next blow, but she stopped me.
:No. We finish this:
Our arm rose, and a final, desperate bolt of darkness lashed out. It seemed a feeble gesture, for a last act of defiance...but it struck home. Perhaps it found some crack in his armor, or perhaps he had truly been as terribly wounded as we. The darkness clung to him where it struck, withering him with its touch, until at last he fell.
My sister's control relaxed, freeing me to begin healing our wounds. In moments, we rose, now more than ever, a Hero of the City. -
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Back when my drunken illusion controller, Djinn Rumi, could have two Phantasms, I referred to them as "Delirium" and "Tremens". I've also been known to call his Phantom Army "the ADD Brigade", but that's not character-specific; I use "Spooky" and "Fluffy" as general names for Spectral Terror and Dark Servant, too.
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Quote:There is no Praetorian Nemesis. I believe Posi said at one of the panels that they liked to think the Praetorian Gerhardt Eisenstad had lived out his life contentedly as a toymaker; thus, he would likely have died a century or more before the Hamidon Wars.Oh that's good. I never believed that OUR Nemesis would do something nice like fix time. But I never considered the Praetorian Nemesis. He'd almost certainly be a good guy, right?
OK, prediction: The Nemesis we visit in Ouro is from Praetoria. That screenshot you see is either A) A destroyed version of the Ouro in Praetoria that Praetorian Nemesis first started with, or B) A future version of Ouro which is under attack by various forces.
Also: Yay, animations! (Yay, other stuff, too, but the stuff about alternate animations is new info.) -
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Great minds think alike, Doc...and so do ours.
Given the parallels, I think the two concepts could be merged. There are some conflicts, of course, the main ones being the differences in respawning and death penalties. It would take some lore work to get your advancement crunch to fit with the alternating play sequence I described, but I think it's possible. Maybe there's a psychic aspect to the zombie plague (which would fit with your Headcase critters), and the zombie collective "remembers" your role? Or maybe you can have multiple zombie builds and have the option to pick one every time you die.
(Maybe Steelclaw should have given the thread a more descriptive name. Ah, well, one bump won't hurt.) -
Normally, I go concept first, name last. Occasionally, I decide to try a build, then come up with a concept for it, but the name still comes last. The exception is punny names--when I think of one, I often feel compelled to come up with a concept and build to go with it.
That's how I wound up with Djinn Rumi, Thinking Violet, Liberty Valence, Heir Power, and the Toothpick Fairy. Some of them still languish in the lower levels, but Rumi was actually my second level 50. -
The problem is that zombie apocalypse scenarios tend to run their course very quickly once the walking dead reach a certain threshold. In real-time, it takes years to produce a new combat-capable human, and only minutes to hours to turn one into a zombie. It's not sustainable. Also, once the vast majority are zombified, they won't have as much to do. Plus, many people may not be interested in playing zombified characters.
To make things sustainable, you need to have a way for people to respawn their characters as humans. If we posit a sci-fi scenario, we can take a leaf from Eclipse Phase, and have mental backups that can be downloaded into newly constituted human bodies in safe areas. How about this:
The zombie apocalypse has already happened. The bulk of the surviving human population now lives in space, and a strict quarantine is enforced--the few remaining humans on the planet can't leave, and dwell in heavily armed enclaves. They haven't been completely abandoned to their fate, however; the human civilization in exile provides technology and material support. The biggest breakthroughs have been cortical backups and nanofabricators. The former creates and stores a backup copy of a human mind, and can download it into a "blank" body. The latter are essentially replicators--given raw materials, a template, and power, they can build practically anything (including blank bodies).
Given effectively unlimited ammo and massive fortifications, the enclaves are safe zones. Decontamination procedures and other treatments ensure that the zombie infection can't get started inside an enclave (though some early enclaves were lost to such catastrophes). People venture out of the enclaves to scavenge for raw materials (the fabbers can't transmute matter, so if you need rare-earth magnets, you need to fetch rare earths), fuel (the fabbers need power), and other supplies. They also go out on research expeditions, trying to determine the source of the infection and looking for a way to take back the Earth.
The storyline progresses as you level, eventually leading to the development of a counteragent. To be effective, however, the counteragent must be deployed in centers of intense infection. The late game features strike forces and raids into the heart of infected territory to do so; in addition to personal rewards, successful raids convey bonuses to the enclaves of the participants. The counteragent works, but will require many years of repeated raids to wipe out the zombies.
Mechanically, human characters go out on expeditions. If they get infected, a timer starts ticking down. If it runs out, or if they die, before returning to an enclave, they zombify. At this point, they have two options:
1) Play as a zombie until killed. Zombies ambush expeditions and attack enclaves, mostly. In non-PvP regions, there are NPC expeditions and enclaves. NPC enclaves can actually be overwhelmed, but PC enclaves cannot. Zombified characters level as zombies--effectively a second build for the character--and accumulate "grue". When the zombified character is killed, a cortical "sample" is sent back to the enclave. This sample enables the enclave to restore the character to a human body with memories of the fatal expedition (i.e. "no death penalty"). The human character benefits from the accumulated grue; it provides resistance to infection, as experience of zombie existence enables you to better avoid transmission. Grue is persistent; spend enough time as a zombie, and it will be almost impossible for low-level zombies to infect you. (Infectiousness increases with the level of the zombie.) This provides two distinct types of advancement--a powerful, highly skilled character who almost never dies might be acutely vulnerable to infection at high levels, for example.
2) Respawn. Your character awakens in a vat of nanogoo back at the enclave with no memories of the fatal expedition (i.e. as a death penalty, you forfeit all xp and rep gained before dying). The character's corpse rises as a formidable NPC zombie. If you hunt down and destroy your zombified prior body, you regain the lost xp and rep the next time you return to an enclave.
As an additional option for both PvE and PvP, there could be renegade enclaves that fight over certain scarce resources. Renegades could even mount "rescue missions" in exchange for supplies or favors (i.e. renegade missions).
Fun idea. I think a Zombie MMO could be done.