GuyPerfect

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  1. The Incarnate Trials represent a narrow play style wedged into a broad player base. While they's nothing wrong with them as a mechanic (the pebble is a different matter entirely), they don't work well in practice because people don't always value things the way the Incarnate dev team does. What the devs think of when they think of Incarnate Trials are increasingly challenging tasks built on the ones that came before them. BAF and Lambda seem to be geared towards getting your Incarnate Shifts, and it seems to be like a stepladder going from Keyes (54) to Underground (54 +1) to TPN/MoM (54 +2). You can't even think about going after TPN if you don't have the power to take on Keyes, for instance, so it's a bit of progression with some storyline mixed in. You do lower trials, you become more powerful, you do higher trials, you get all strong and stuff. Everyone wins.

    From that narrow, restricted point of view, the Incarnate Trials make a lot of sense.

    The reason this doesn't work well in practice is because in the grand scheme of things, the percentage of players actually interested in a progressively difficult post-50 "endgame" is extremely low; perhaps just the bottom ten percent across all level 50 players (which themselves are the minority across all players). There's a couple reasons for this. First and foremost, Incarnate Abilities are for Incarnate Trials. Incarnate Trials are for Incarnate Abilities. They require each other, and the rest of the game doesn't. Sure, the Abilities are handy in upper-level missions, but we never needed them. Not even for Master of Lord Recluse's Strike Force done the real way (don't need no permadom). But if you want to get any real worth out of the Incarnate system, you'll be caught in a feedback loop that just tries to hold itself up by the bootstraps.

    Secondly, the progressively difficult Incarnate Trials are... well, progressively difficult, and that's about as contrary to the concepts of "casual" and "accessible" as you can get. The devs have gone on record stating they want to make the Incarnate Trials accessible, but the fact remains that it says right there in their design specifications that they are specifically not meant to be accessible. This isn't a problem in and of itself, but it certainly plays a huge role in who is willing to participate in which Trials. At the end of the day, people want to have some fun and get some shinies to show for it. Trying to dig to China with their ears isn't as much of a fulfilling way to spend their time, so the more aggressive Trials aren't run as much.

    Thirdly, something that can't be said enough: raids aren't fun when you have to do them multiple times. The Incarnate Trials are the only viable path to the Incarnate Abilities, and they quite simply are not fun. They're tedious, they're repetitive, and after the first time, they're really not all that interesting. It's not unlike grinding newspaper missions in Grandville from level 45 to 50. Defeat Anti-Matter and Guards. Kick the Warworks out of the BAF. Steal the Molecular Acids from the IDF. Over and over.

    What do we do to fix Incarnates? One easy step: take the emphasis off of the Incarnate Trials. They should remain the most rewarding route to Incarnate Abilities according to their difficulty, but they should not be treated as the primary source of power. Let me repeat that so it sinks in: the Incarnate Trials should not be treated as the primary path to Incarnate Abilities. They should be regarded on equal footing with the upcoming Dark Astoria content, and additional non-Trial Incarnate content should come along in the future.

    This can be done well, or it can be poorly. The correct way is for the non-Trial content to be a viable means for obtaining all varieties of Incarnate Ability, even the Very Rares. Simply making it possible isn't sufficient for making it viable: already it's "possible" to grind enough Shards solo to turn into Very Rare Thread Components, but that's only true on a technicality. The thing that the devs shouldn't even think of doing is making Dark Astoria and other related non-Trial Incarnate content so unrewarding that you may as well do Trials anyway.
  2. Re: Echo: Galaxy City

    This zone was implemented as a functional gateway to the Exploration Badges and History plaques. It was included in Ouroboros as a sort of catch-all time travel mechanism. Remember, the Pillar can send you back in time, be it missions, the Rogue Isles in the 1970s or just Galaxy City before it underwent some remodeling.


    Re: Incarnate content sequence

    I've always felt that things should be restricted in order a bit, since they do build off of one another. Something like this:

    Apex: No restrictions
    BAF and Lambda: No restrictions (see note below)
    Tin Mage: Requires completion of Apex
    Keyes: Requires completion of BAF, Lambda and Tin Mage
    Underground: Requires completion of Keyes
    TPN and MoM: Require completion of Underground

    For BAF and Lambda, contextually, they would require completion of Tin Mage. However, since they're a functional path to Alpha abilities required for Apex and Tin Mage, doing them out of order would be more beneficial than otherwise. Don't want to force people to grind Shards first just to run Incarnate Trials
  3. One of my characters acquired a BOSS_NAME mission in Peregrine. The door is one of the boats at the docks, the interior is a Council base, and it's populated with Minions of Igneous (which cap at like level 14).

    We should come up with some lore for BOSS_NAME. He's like the MissingNo. of City of Heroes.
  4. Quote:
    Originally Posted by Samuel_Tow View Post
    Maybe that's just me, but I've always had a problem with people who feel that they personally represent the vast majority of other people.
    It happens when their egos are sufficient to accommodate the volume of opinions of the vast majority of people.
  5. Quote:
    Originally Posted by Wing_Leader View Post
    DoT requires a successful To-Hit roll. HoT ostensibly does not.
    Healing powers are marked for auto-hit to friendly targets (such as teammates). Temporal Mending is no different, so no new tech there.


    Quote:
    Originally Posted by Wing_Leader View Post
    DoT is mitigated by Resistance. HoT bypasses all defenses.
    A few powers such as the Mending Mitochondria blast provide resistance to healing, which is a damage type in its own right. Most heals are in fact resistible, and use the same tech damage resistance uses.

    The only irresistible heal I can think of (outside of special cases like Unstoppable's pre-crash full heal) is Siphon Life.


    Quote:
    Originally Posted by Wing_Leader View Post
    DoT is +damage. HoT is -damage (i.e., a sign change).
    All damage types, Healing included, map to the Hit Points combat attribute. Attacks deal a negative value, where heals deal a positive value. In fact, not all heals are of type Healing; the heals in Illusion Control are typed Psionic. Either way, it's nothing new.

    Quote:
    Originally Posted by Wing_Leader View Post
    DoT is tagged as an attack. HoT is tagged as a buff.
    Powers aren't intrinsically friendly or aggressive in any way; it all boils down to which targets can be affected by a power and what effects the power applies to its targets.

    Heals and buffs tend to be auto-hit, friendly, beneficial effects, but it's possible to hurt yourself (Share Pain) or your allies (Enforced Morale) even if the power is otherwise considered beneficial/buffs.

    Likewise, attacks tend to NOT be auto-hit, and target enemies instead with negative "grants" to the HP attribute.
    __________

    In any case, Zwillinger, the healing-over-time in Temporal Mending works in identical manner to the damage-over-time we've had for years. The part that required new tech was the way it heals you more if you happen to have Temporal Selection on you--as far as I know, it wasn't previously possible for an effect to trigger based on whether or not the target owned a specific power.
  6. This is how it works:

    * Dual Pistols, Demon Summoning, Kinetic Melee and Electric Control, which are not available by default to new accounts, were officially features of Going Rogue.
    * Time Manipulation was officially a feature of Issue 21 and is available to all VIPs.
    * Dark Control, Darkness Assault and Darkness Affinity are officially features of Issue 22 and will be available to all VIPs.
    * Beam Rifle, Street Justice, Titan Weapons and Staff Fighting are officially features of the Paragon Market, and must be purchased even by VIPs.
    * All Power Set Proliferations were features of their respective Issues and did not require purchase by anyone.

    Now, I see where the OP is coming from, saying "Hey now, why are all the melee sets in the Paragon Market?" But it's important to remember that the melee classes have had it kind of sweet in the long run anyway; there are not only more melee/defensive sets than any other variety, but the melee Archetypes have received more "new" sets over the years.

    Just in the time since I've been playing (Issue 6) up through Going Rogue, the following Power Sets were added (in chronological order):

    * Thugs (not melee; Issue 7)
    * Electric Melee (melee; Issue 7)
    * Electric Armor (melee; Issue 7)
    * Dual Blades (melee; Issue 11)
    * Willpower (melee; Issue 11)
    * Shield Defense (melee; Issue 13)
    * Pain Domination (not melee; Issue 13)

    A pattern... Anyone else see it? As far as new Power Sets go, there has been a disproportional favoring of the melee classes, and it seems that the Paragon Market is favoring them as well, albeit behind a cash curtain. They've already had their day in the sun, as far as I'm concerned.

    For a while there, I was worried all new Power Sets were going to be Market-only, but they put those fears to rest with the Controller and Dominator Dark sets. I doubt we'll never see another VIP-free melee set, but for now I wouldn't go so far as to say that we need another VIP-free melee set.
  7. Quote:
    Originally Posted by Steel Bolt1 View Post
    I get that those other sets get pets but the rest of use keep just getting the prestige pets but they are in my opinion not really worth having they either die to easy or do not help at all in any way other then to get some noob to ask you "How you got it and does it do anything?"
    That's actually the purpose of the vet pets: they're for show. All of the veteran benefits are generally low, though technically practical in some quantifiable manner. If the pets or attacks were actually worth using in high-end combat, it'd make CoH a little more "pay to win" than Paragon Studios wants it to be.

    "Where'd you get that magic wand?" "Why are your Inspirations 25% more effective?" And formerly, "How did you get Super Jump at level 6?" These are/were all boons to being a veteran, but at the end of the day they don't really do a lot.

    For what it's worth, the "combat" pets are only "combat" as an afterthought. I'd be opposed to making any veteran reward give a considerable advantage over lesser veterans.
  8. Last I heard, procs were not working in this power. Was that fixed at some point?
  9. All encounters versus the Praetorian Guard are meant to count towards Dimensional Warder. This is true in the Apex and Tin Mage Task Forces, and is meant to be true in the Incarnate Trials.

    It's not working as intended, so feel free to submit a bug report. My guess is that it's a classic case of "Oops, I knew I forgot to do something!"
  10. GuyPerfect

    SSA4 and Johnny

    Quote:
    Originally Posted by Ironblade View Post
    You're in the wrong mission. He most certainly does fight in the mission people are talking about. Maybe he doesn't fight in the VILLAIN version? I only ran the villain version once so I don't recall.
    MisterD said "as a villain." )-:<
  11. GuyPerfect

    SSA4 and Johnny

    I ran the mission myself just now to take a look.

    Here's Johnny before the fight, conning friendly:



    And Hardcase appears to be Fiery Melee/Fiery Aura; no demons:



    Johnny never moved, and I definitely couldn't attack him (nor did he attack me):



    After the fight, things proceeded normally:



    Since I don't have any reason to believe you're hallucinating, the only thing I can come up with is that some glitch may have caused Johnny to attack, and for whatever beanbrained reason in that mission, he's got Demon Summoning as his offensive powers.

    In any case, he's not supposed to attack you at all, regardless of what kind of whip he may or may not have.
  12. GuyPerfect

    SSA4 and Johnny

    Johnny doesn't fight in that mission. He's a "hostage" that you "save" from Hardcase and crew.
  13. Vorpal and Cryonic are both great cones. Cryonic has a chance to hold enemies, though. Might work for Controller.
  14. GuyPerfect

    SSA4 and Johnny

    The demons are Hardcase's, I believe.
  15. Quote:
    Originally Posted by Trilby View Post
    Give me your secrets to melting spawns like that T_T

    I play a crab spider, the supposed AoEy one but I don't think I could melt a spawn that well.
    It's all in the Toxic, my good chum (pun intended)...

    ... Actually, it's just the powers I used. Don't Banes have access to the same number of AoEs as Crabs?

    Just how prolific is the sentiment that Crabs > Banes due to AoE? I'd love to be the one to... correct people's opinions. (-:


    Quote:
    Originally Posted by Hopeling View Post
    Degenerative is -2% per stack last I heard, up to 4 stacks, how do you get 14%?
    I'd be happier with Degenerative if the -hp wasn't arbitrarily gutted against hard targets, but it's still decent. Not as good as Reactive, but decent, and it does stack better than another Reactive.
    Media Blitz reworked the new Interface abilities a bit. Cognitive's Confuse and Spectral's Immobilize were boosted to 4 seconds, and Degenerative's -HP debuff was boosted to -3.5%.

    For what it's worth, I feel that a -14% Hit Point debuff is reasonable for Interface, which is designed to assist in combat without being outright damage or debuff in and of itself. The 600 HP limit on tougher targets is still laughable, though.


    .
  16. Superman could only be defeated with a rock from his homeworld. These rocks are clearly Praetorian.
  17. I think Kilik got lost on his way to Soul Calibur. Some of those moves are exactly his, including the upside-down foot sweep.
  18. Pebble Radial Final Judgement

    Ranged, Extreme WTF(Smashing), Recharge: Fast
  19. Quote:
    Originally Posted by Samuel_Tow View Post
    Ouch... I must be slacking off on my grump if you're outdoing me so easily, Guy
    I give lessons on Tuesdays. (-:


    Quote:
    Originally Posted by Nyx View Post
    I mean when ever you add elements that cause toons to go beyond their normal abilities something needs to be bigger and tougher.
    Avatar of Hamidon = Epic win.

    Businessman with a pebble = Drag us around by the nose ring, probably with a whip in hand. If I wanted cheap NPCs, I'd fight Arachnoids, and at least they put up a real fight.


    Quote:
    Originally Posted by Samuel_Tow View Post
    An Incarnate shouldn't have to band together with 23 other Incarnates to even have a prayer at taking on a businessman with a pebble.
    Fixt!

    For reals, that's a level 54 +2 pebble we're taking to the cranium. The civilians don't need our help rising against Cole, so why in the world are we even there?
  20. GuyPerfect

    Nerf Rock

    And a community meme is born.
  21. Remember that Degenerative is also up to a -14% Max HP debuff against anything weaker than an Arch-villain, and up to -600 HP for AV or tougher. Combined with the resistance debuffs in Venom Grenade, Degenerative can get quite potent in the upper tiers.

    I happened to make a Toxic Bane this last week, and it turned out much better than anticipated, complete with full-spawn AoE melty goodness:

  22. Quote:
    Originally Posted by Eva Destruction View Post
    Azuria lost them. Duh.
    Azuria's in Atlas Park. For her to lose something from Galaxy City would be quite a feat.
  23. Quote:
    Originally Posted by Kodoku View Post
    1. If I recall correctly, other than Recharge Reduction effects, Alpha Slot enhancements affect Judgement powers. If I take Ionic Radial Judgement (End Drain, -Recovery, chance of Mag4 Hold), is its EndDrain amount improved by the EndMod enhancement from Agility Alpha? If you're not sure, how does Ionic Radial interact with Musculature Radial (also has an EndMod boost)?
    I just double-checked, and you got it correct: Agility and Muscular will both boost Ion's Endurance Drain.


    Quote:
    Originally Posted by Kodoku View Post
    2. Furthermore, trying to decide between the ever popular Reactive Interface and the new Preemptive. What is the magnitude of the -End effect in Preemptive Interface? And is this value affected by Agility Alpha (or Musculature Radial)?
    Also just double-checked, and the Endurance Drain in Preemptive is not affected by buffs, so your Alpha won't boost it.

    In PvE, Preemptive drain-over-time is up to 5 ticks of 1% base Endurance each, which for most enemies will be 1 Endurance per tick per activation for a total of -5 Endurance each activation.
  24. GuyPerfect

    Toxic Damage

    As promised, the Incarnte Toxicand:

  25. GuyPerfect

    Spoilers dammit!

    The Masked Man is Claus.