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Quote:The bigger question to ask is will there will be a continuation of this end game after Omega slot?The major difference with the incarnate system is that it's not as voluntary as those were.
When the level cap changed from 40 to 50, the devs didn't spend several issues making only level 40-50 content.
When the Invention system came out, the devs didn't spend several issues making content that could only be played by people who had purples slotted.
With the incarnate system, the devs ARE going to spend the next several issues making (mostly) content that you have to have incarnate abilities to participate in. Or at least that's the impression we've been given. -
I agree with the spirit of this post but I have another remark as well. City of Heroes in the past was praised for content using small squads (team).
What has the rest of the industry done since then? They have made raiding into small squads the focus. Why has City of Heroes ignored its roots, and more importantly the industry trend? I honestly don't know... -
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Quote:It was clearly said in the beta that the art/animation team was tied up for incarnate end game content till issue 21 I(in other words no power proliferation or power sets). Reality is the "overlap" is the entire team with the exception of the one unique TF 20-40 hero side map that one of the developers was working on.They didn't give an exact breakdown of who was working on what, other than that Posi was heading up the end-game team, and that they would be splitting the staff to work on end-game and rest of game concurrently. I'm sure that there was/is overlap in some areas. I've yet to see them say that wasn't the case, (nor have I seen any evidence of that), so I'm not sure why you seem so certain that 100% of Dev activity is now end-game only.
What evidence do you have that they are working on other areas concurrently given that Issue 20 launched with only incarnate content and the two task forces?
The evidence is clear that is not the case, but you are simply in denial about being wrong in misleading people to believe they have split their human resources.
The direction of the game as of Issue 20, and possibly issue 21 is about Incarnate end game. If that focus shifts, you may then have an argument. But currently that is not the case. -
It seems that by allowing such a mechanic to be allowed, it really lowers the perception that this game is a super hero game, or a comic book game. Wasn't that the complaint about E.D. and GDN? From my point of view it should be done away with on the PVE side as well.
Does anyone disagree, or feel that this mechanic should stay as is? We know that one shotting other players has been done away with, but what of NPC's? -
Quote:You were the one that claimed half the dev team was working on the incarnate content while the other half was working on the rest of the game. Based on what we know now, the entire dev team was working on incarnate content.No, it's the direction the *end game* is heading. The rest of the game will continue on as it always has. The end game subset of devs under Positron will continue to work on the end game, pushing and changing things in order to provide new challenges for those that wish such things, and the rest of the dev team under War Witch will continue to work on the rest of the game for the benefit of all from 1-50, and those that don't want anything more than what we have already, albeit with new stories.
The "rest of the game" has been put on hold for Issue 20, probably Issue 21, and who knows how many more issues.
Basically you were wrong, and are not willing to admit it as well. -
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Actually it was mentioned in beta how defense sets may be punished. It was theorized because of the proliferation of IO set building of defense that this design decision was done for the trials. But as you can clearly see, it not only negates IO set bonues for defense, but entire AT's that rely on it as their primary, or secondary.
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I am inclined to agree, but this is the direction the game is heading.
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Quote:Very well written post.I'm sorry, what low level qol's are you talking about? The helper/help me system? I'm looking at the I20 info page and that's the only possible one I see. The other stuff (black helicopter change, league creation, and Respec change) isn't going to do much for any low level character. And if you meant the god-awful new UI then I'm really confused.
This isn't a balanced issue no matter how much you want to pretend otherwise. If you take out the incarnate slots and the two trials you are left with just the new TF and new SF, both are level 20-40 so certainly not for low level characters. Unless, I suppose, you're going to define low level as being under 50.
When's the last time we had an issue that didn't include something for the Character Creator? Even if it's minor like the Buttcapes or requires unlocking like the craftable costume pieces or completing the ITF, we've been given something new. Not this time.
And I don't want to drag this into a solo vs teaming debate, but when was the last issue where none of the new content could be started solo? -
Quote:The 1-50 game and the Incarnate content seems to be too different. Welcome to what end game raiding looks like compared to leveling content.Yes, well I think have at least.
I've learned that most of what I've learned over the past few years (what are we at now, almost seven?) that is CoH specific is mostly not applicable, my character's powersets are for the most part irrelevant after the extra buffs the enemy has received in addition to the level modifiers, the build and set bonuses I have spent time and effort planning, buying, respeccing, and slotting barley make a significant difference in my characters' ability to survive and contribute.
Essentially, I am playing a different game and all my past efforts are null. All that matters is practice for two specific encounters, and building up rewards from those two specific encounters so that I can be as effective as the character was with just SOs in normal content.
Yes, Hami has a lot of rules changed involved in order to make it difficult for a large group of people. Hami was also designed so that each AT could take advantage of what makes them special.
Tanks aren't penalized for holding aggro well and a little support from certain buffers types working together goes a long way of making their job easier.
Controllers and Dominators are given a task that they are well suited for, that they are needed for, and not now told the opposite, that their controls are useless against important targets that they would otherwise excel at containing.
Every buff or debuff set can contribute meaningfully against Hami, with the buffs the enemys now have a lot of buffing sets are fairly useless and with the level difference our debuffers won't be nearly as beneficial as they need to be without the level bonuses.
Maybe Recluses's Strike force was harder when it was launched, and it certainly had the same issues with level difference. It did not have stacking ambushes that were crazy powerful until you've done the SF multiple times. It did not have a timer; your team could stand back, regroup, and say "What did we do wrong? What can we try now? How do we make this team work?"
With the stacking ambushes and the timer before you fail you do not have time to stand back and think, you need everyone to already know how to adapt.
The locking hospital doors seem to only make the issue worse when things are going poorly as a good portion of your people are trying to get back out to help the rest of the team that are getting killed outside. People are not going to regroup so easily. We see this whenever things go poorly at a Hami Raid or a ship raid, even when someone is yelling for people to regroup they are going to see people still engaging the enemy and rejoin. -
Quote:It can work...use your imagination to fill in for the massive gaps of design and story telling...that is all. P.S. If you are a /SR scrapper you can only rely on quickness to be the workhorse for your two trials. Enjoy!Back when I played WoW (back when the level cap was still only 60), the focus is all about raiding there. You get with 39 other people and lose for months on end. Sometimes you get a new hat or gloves for your effort, because you've been showing up and losing so often, you earned DKP.
So, I quit WoW and came here, because here, they don't do that nonsense.
Now you're saying that's the new goal? That is not a good thing.
This is a superhero game.
Superman: "That bank is being robbed. If I can make the robber drop some cash on his way out, that should be enough!"
X-Men: "Magneto's going to kill all humans. If we save a couple and he kills everyone else, that's fine."
It doesn't work. -
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My prediction is that shards have to become obsolete in the near future to make room for more incarnate currencies or face the issue of bloat and redundancy.
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Is it me or is gettin' hot in here?
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Quote:It is working as intended because it offers a "challenge".For truth. My +softcapped brute (yes, /EA, but still... those looked like energy attacks and his energy defense is in the +55% range) routinely died in seconds to the groups summoned to reinforce Siege in the BAF. Turning on Overload didn't matter.
Having pretty much my entire secondary negated was fairly demoralizing. This is WAY overcompensating for the ability set bonuses provide to increase defense for squishies. -
You are debuffed to oblivion...that is all you need to know.
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Quote:I am inclined to agree that ironically it is pushing me to make more alts, and do as many of the story arcs 1-50 as I can. But this may be a start of a stark divide that is being forged, but too early to tell for sure.Joy...
I don't care if they release more incarnate content, as long as there is also an effort to cater to more casual players and toons pre-50.
On the plus side, this whole incarnate push has been a great motivator for me to discover the vast amount of story arcs in the 1-50 game. -
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The class icons should be replaced with different colors of excel spreadsheets. :P